/// <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; }
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)); } } }
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(); } }
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); } } }
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); }
public TimeOfImpact() { { _shapeA = new PolygonShape(); _shapeA.SetAsBox(10.0f, 0.2f); } { _shapeB = new PolygonShape(); _shapeB.SetAsBox(2.0f, 0.1f); } }
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); }
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); } } }
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); } }
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; } } }
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); } }
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); } }
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); }
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; }
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; } }
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; }
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); }
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); } }
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; } }
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; }
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); }
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); }
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; } }