예제 #1
0
void Bird::Contact(b2Vec2 impulse, GameItem *gameItem)
{
    if(impulse.Length()>0)
    {
        remove=1;
        travel=false;
        isOut = 2;
        setScore(impulse.Length());
    }
    else
    {
        isContact = false;
    }
}
예제 #2
0
bool Neural_SB::accumForce(b2Vec2 & totForce, b2Vec2 force) const
{
    //std::cout << "\t\tTotalForce : " << totForce.x << " " << totForce.y << std::endl;
    b2Vec2 tot = totForce + force;
    if( tot.LengthSquared() <= m_fMaxForce*m_fMaxForce )
    {
        totForce += force;
        return true;
    }

    force.Normalize();
    force *= abs(m_fMaxForce - totForce.Length());
    totForce += force;
    return false;
}
void LiquidFunScene::ccTouchEnded(cocos2d::CCTouch* touch,
                                  cocos2d::CCEvent* event){

  if (m_startSprite != NULL) {
    const CCPoint& startSpritePosition = m_startSprite->getPosition();
    const CCPoint& endSpritePosition = m_endSprite->getPosition();
    // Calculate the start / end and length of the vector between them in
    // world coordinates.
    const b2Vec2 startPosition = ConvertScreenPositionToWorld(
        b2Vec2(startSpritePosition.x, startSpritePosition.y));
    const b2Vec2 endPosition = ConvertScreenPositionToWorld(
        b2Vec2(endSpritePosition.x, endSpritePosition.y));
    const b2Vec2 startEndVector = endPosition - startPosition;
    const float32 startEndLength = startEndVector.Length();

    // Calculate the middle point along the vector between startPosition and
    // endPosition.
    b2Vec2 midPoint;
    midPoint = startEndVector;
    midPoint *= 0.5f;
    midPoint += startPosition;

    b2PolygonShape box;
    box.SetAsBox(startEndLength * 0.5f,
                 k_drawableBoxThickness * m_worldExtentMin);
    b2BodyDef bodyDef;
    bodyDef.type = b2_staticBody;
    bodyDef.position = midPoint;
    bodyDef.angle = atan2(startEndVector.y, startEndVector.x);
    b2Body* body = m_world->CreateBody(&bodyDef);
    body->CreateFixture(&box, 0);

    removeChild(m_startSprite);
    removeChild(m_endSprite);
    // These will be cleaned up by the autorelease system since they were
    // allocated by init()
    m_startSprite = NULL;
    m_endSprite = NULL;
  }
}
예제 #4
0
void Flamethrower::onFire(b2Vec2 direction, bool constantFire, bool isPlayer)
{
	direction.Normalize();
	b2Mat22 matrix1 = b2Mat22(degree2radian(float(rand() % 600) / 100.0f));
	b2Mat22 matrix2 = b2Mat22(degree2radian(float(rand() % 600) / 100.0f));
	b2Mat22 matrix3 = b2Mat22(degree2radian(float(rand() % 600 - 300) / 100.0f));
	direction = b2Mul(matrix1, direction);
	b2Vec2 direction2 = b2Mul(matrix2, direction);
	b2Vec2 direction3 = b2Mul(matrix3, direction);
	EntityFactory *entityFactory = new FlamethrowerBulletFactory();
	EntityProperties& properties = entityFactory->getDefaultProperties();
	properties.x = meter2pixel(this->getBody(0)->GetPosition().x);
	properties.y = meter2pixel(this->getBody(0)->GetPosition().y);
	properties.special = true;
	float speed = 0.7f;
	FlamethrowerBullet *flamethrowerBullet = (FlamethrowerBullet*)entityFactory->create(properties);
	flamethrowerBullet->getBody(0)->ApplyForce(speed * 0.75f * direction, this->getBody(0)->GetPosition());
	flamethrowerBullet = (FlamethrowerBullet*)entityFactory->create(properties);
	flamethrowerBullet->getBody(0)->ApplyForce(speed * 0.75f * direction2, this->getBody(0)->GetPosition());
	flamethrowerBullet = (FlamethrowerBullet*)entityFactory->create(properties);
	flamethrowerBullet->getBody(0)->ApplyForce(speed * 0.82f * direction3, this->getBody(0)->GetPosition());
}
예제 #5
0
// Compute allowable normal ranges based on adjacency.
// A normal n is allowable iff:
// cross(n, n1) >= 0.0f && cross(n2, n) >= 0.0f
// n points from A to B (edge to polygon)
void b2EPCollider::ComputeAdjacency()
{
	b2Vec2 v0 = m_edgeA.v0;
	b2Vec2 v1 = m_edgeA.v1;
	b2Vec2 v2 = m_edgeA.v2;
	b2Vec2 v3 = m_edgeA.v3;

	// Determine allowable the normal regions based on adjacency.
	// Note: it may be possible that no normal is admissable.
	b2Vec2 centerB = m_proxyB.centroid;
	if (m_edgeA.hasVertex0)
	{
		b2Vec2 e0 = v1 - v0;
		b2Vec2 e1 = v2 - v1;
		b2Vec2 n0(e0.y, -e0.x);
		b2Vec2 n1(e1.y, -e1.x);
		n0.Normalize();
		n1.Normalize();

		bool convex = b2Cross(n0, n1) >= 0.0f;
		bool front0 = b2Dot(n0, centerB - v0) >= 0.0f;
		bool front1 = b2Dot(n1, centerB - v1) >= 0.0f;

		if (convex)
		{
			if (front0 || front1)
			{
				m_limit11 = n1;
				m_limit12 = n0;
			}
			else
			{
				m_limit11 = -n1;
				m_limit12 = -n0;
			}
		}
		else
		{
			if (front0 && front1)
			{
				m_limit11 = n0;
				m_limit12 = n1;
			}
			else
			{
				m_limit11 = -n0;
				m_limit12 = -n1;
			}
		}
	}
	else
	{
		m_limit11.SetZero();
		m_limit12.SetZero();
	}

	if (m_edgeA.hasVertex3)
	{
		b2Vec2 e1 = v2 - v1;
		b2Vec2 e2 = v3 - v2;
		b2Vec2 n1(e1.y, -e1.x);
		b2Vec2 n2(e2.y, -e2.x);
		n1.Normalize();
		n2.Normalize();

		bool convex = b2Cross(n1, n2) >= 0.0f;
		bool front1 = b2Dot(n1, centerB - v1) >= 0.0f;
		bool front2 = b2Dot(n2, centerB - v2) >= 0.0f;

		if (convex)
		{
			if (front1 || front2)
			{
				m_limit21 = n2;
				m_limit22 = n1;
			}
			else
			{
				m_limit21 = -n2;
				m_limit22 = -n1;
			}
		}
		else
		{
			if (front1 && front2)
			{
				m_limit21 = n1;
				m_limit22 = n2;
			}
			else
			{
				m_limit21 = -n1;
				m_limit22 = -n2;
			}
		}
	}
	else
	{
		m_limit21.SetZero();
		m_limit22.SetZero();
	}
}
예제 #6
0
bool GameLevelState::update(yam2d::ESContext* _context, float _deltaTime)
{
	compFac->getPhysicsWorld()->Step(_deltaTime, 10, 10);
	map->update(_deltaTime);

	static bool ballHit = false;
	static bool ballHitThisFrame;
	static b2Vec2 directionVec;//Vector from player to ball when hit

	ballHitThisFrame = false;
	//Collisions
	unsigned int numContacts = contactListener->contacts.size();
	for (unsigned int i = 0; i < numContacts; i++)
	{
		const Contact& contact = contactListener->contacts[i];
		yam2d::GameObject* A = ((PhysicsBody*) contact.fixtureA->GetBody()->GetUserData())->getGameObject();
		yam2d::GameObject* B = ((PhysicsBody*) contact.fixtureB->GetBody()->GetUserData())->getGameObject();
		if ((A->getName() == "Ball" && B->getName() == "Player"))
		{
			//Physics
			if (!ballHit)
			{
				//Reverse last movements ( separate objects )
				A->getComponent<PhysicsBody>()->getBody()->SetTransform(b2Vec2(A->getComponent<PhysicsBody>()->getBody()->GetPosition().x - ballVelocity.x, A->getComponent<PhysicsBody>()->getBody()->GetPosition().y - ballVelocity.y), A->getComponent<PhysicsBody>()->getBody()->GetAngle());
				B->getComponent<PhysicsBody>()->getBody()->SetTransform(b2Vec2(B->getComponent<PhysicsBody>()->getBody()->GetPosition().x - playerSpeed.x, B->getComponent<PhysicsBody>()->getBody()->GetPosition().y - playerSpeed.y), B->getComponent<PhysicsBody>()->getBody()->GetAngle());

				//Direction
				directionVec = A->getComponent<PhysicsBody>()->getBody()->GetPosition() - B->getComponent<PhysicsBody>()->getBody()->GetPosition();
				directionVec.Normalize();
				directionVec *= 0.1f;

				//Check for side hits
				if (A->getComponent<PhysicsBody>()->getBody()->GetPosition().x + A->getSizeInTiles().x * 0.5f <
					B->getComponent<PhysicsBody>()->getBody()->GetPosition().x - B->getSizeInTiles().x * 0.5f
					||
					A->getComponent<PhysicsBody>()->getBody()->GetPosition().x - A->getSizeInTiles().x * 0.5f >
					B->getComponent<PhysicsBody>()->getBody()->GetPosition().x + B->getSizeInTiles().x * 0.5f)
				{
					ballVelocity.x = -ballVelocity.x + playerSpeed.x;
					ballVelocity.y -= directionVec.y;
				}
				else //No side hit
				{
					ballVelocity.y = -ballVelocity.y;
				}
				ballVelocity.x -= (playerObject->getComponent<PhysicsBody>()->getBody()->GetPosition().x - ballObject->getComponent<PhysicsBody>()->getBody()->GetPosition().x) / 22.0f;

			ballHit = true;
			ballHitThisFrame = true;
			}
		}
		else if ((B->getName() == "Ball" && A->getName() == "Player"))
		{
			//Physics
			if (!ballHit)
			{
				//Reverse last movements ( separate objects )
				B->getComponent<PhysicsBody>()->getBody()->SetTransform(b2Vec2(B->getComponent<PhysicsBody>()->getBody()->GetPosition().x - ballVelocity.x, B->getComponent<PhysicsBody>()->getBody()->GetPosition().y - ballVelocity.y), B->getComponent<PhysicsBody>()->getBody()->GetAngle());
				A->getComponent<PhysicsBody>()->getBody()->SetTransform(b2Vec2(A->getComponent<PhysicsBody>()->getBody()->GetPosition().x - playerSpeed.x, A->getComponent<PhysicsBody>()->getBody()->GetPosition().y - playerSpeed.y), A->getComponent<PhysicsBody>()->getBody()->GetAngle());

				//Direction
				directionVec = B->getComponent<PhysicsBody>()->getBody()->GetPosition() - A->getComponent<PhysicsBody>()->getBody()->GetPosition();
				directionVec.Normalize();
				directionVec *= 0.1f;

				//Check for side hits
				if (B->getComponent<PhysicsBody>()->getBody()->GetPosition().x + B->getSizeInTiles().x * 0.5f <
					A->getComponent<PhysicsBody>()->getBody()->GetPosition().x - A->getSizeInTiles().x * 0.5f
					||
					B->getComponent<PhysicsBody>()->getBody()->GetPosition().x - B->getSizeInTiles().x * 0.5f >
					A->getComponent<PhysicsBody>()->getBody()->GetPosition().x + A->getSizeInTiles().x * 0.5f)
				{
					ballVelocity.x = -ballVelocity.x + playerSpeed.x;
					ballVelocity.y -= directionVec.y;
				}
				else //No side hit
				{
					ballVelocity.y = -ballVelocity.y;
				}
				ballVelocity.x -= (playerObject->getComponent<PhysicsBody>()->getBody()->GetPosition().x - ballObject->getComponent<PhysicsBody>()->getBody()->GetPosition().x) / 22.0f;

			ballHit = true;
			ballHitThisFrame = true;
			}
		}

		if ((A->getName() == "Ball" && B->getName() == "Tile"))
		{
			//Physics
			if (!ballHit)
			{
				//Check for side hits
				if (A->getComponent<PhysicsBody>()->getBody()->GetPosition().x + A->getSizeInTiles().x * 0.5f <
					B->getComponent<PhysicsBody>()->getBody()->GetPosition().x - B->getSizeInTiles().x * 0.5
					||
					A->getComponent<PhysicsBody>()->getBody()->GetPosition().x - A->getSizeInTiles().x * 0.5f >
					B->getComponent<PhysicsBody>()->getBody()->GetPosition().x + B->getSizeInTiles().x * 0.5)
				{
					ballVelocity.x = -ballVelocity.x;
				}
				else
				{
					ballVelocity.y = -ballVelocity.y;
				}
			ballHit = true;
			ballHitThisFrame = true;
			}

			//Tile actions
			map->deleteGameObject(B);
			tileAmount--;
		}
		else if ((B->getName() == "Ball" && A->getName() == "Tile"))
		{
			//Physics
			if (!ballHit)
			{
				//Check for side hits
				if (B->getComponent<PhysicsBody>()->getBody()->GetPosition().x + B->getSizeInTiles().x * 0.5f <
					A->getComponent<PhysicsBody>()->getBody()->GetPosition().x - A->getSizeInTiles().x * 0.5
					||
					B->getComponent<PhysicsBody>()->getBody()->GetPosition().x - B->getSizeInTiles().x * 0.5f >
					A->getComponent<PhysicsBody>()->getBody()->GetPosition().x + A->getSizeInTiles().x * 0.5)
				{
					ballVelocity.x = -ballVelocity.x;
				}
				else
				{
					ballVelocity.y = -ballVelocity.y;
				}
			ballHit = true;
			ballHitThisFrame = true;
			}

			//Tile actionss
			map->deleteGameObject(A);
			tileAmount--;

		}
	}
	if (!ballHitThisFrame)
	{
		ballHit = false;
	}

	//Restrict ball
	if (ballObject->getComponent<PhysicsBody>()->getBody()->GetPosition().x + ballObject->getSizeInTiles().x * 0.5f > tileSize.x
		|| ballObject->getComponent<PhysicsBody>()->getBody()->GetPosition().x - ballObject->getSizeInTiles().x * 0.5f < 0.0f)
	{
		ballVelocity.x = -ballVelocity.x;
	}
	if (ballObject->getComponent<PhysicsBody>()->getBody()->GetPosition().y - ballObject->getSizeInTiles().x * 0.5f < 0.0f)
	{
		ballVelocity.y = -ballVelocity.y;
	}

	//Win-Lose
	if (tileAmount == 0)
	{
		//Win
		textObject->getComponent<yam2d::TextComponent>()->getText()->setText("YOU WIN!");
		textObject->setPosition(tileSize.x * 0.5f, tileSize.y * 0.5f);
		endTimer -= _deltaTime;
	}
	else if (ballObject->getComponent<PhysicsBody>()->getBody()->GetPosition().y > tileSize.y)
	{
		//Lose
		textObject->getComponent<yam2d::TextComponent>()->getText()->setText("YOU LOSE!");
		textObject->setPosition(tileSize.x * 0.5f, tileSize.y * 0.5f);
		endTimer -= _deltaTime;
	}
	if (endTimer <= 0.0f)
	{
		stateManager->setState(new MainMenuState(stateManager));
		return true;
	}
	
	//Input
	if (yam2d::getKeyState(yam2d::KEY_BACK) || yam2d::getKeyState(yam2d::KEY_ESCAPE))
	{
		stateManager->setState(new MainMenuState(stateManager));
		return true;
	}
	playerSpeed = yam2d::vec2(0.0f);
	if (!ballHit)
	{
		if (yam2d::getKeyState(yam2d::KEY_D))
		{
			playerSpeed = yam2d::vec2(0.1f, 0.0f);
		}
		if (yam2d::getKeyState(yam2d::KEY_A))
		{
			playerSpeed = yam2d::vec2(-0.1f, 0.0f);
		}
	}
	playerObject->getComponent<PhysicsBody>()->getBody()->SetTransform(playerObject->getPosition() + playerSpeed, 0.0f);

	//Restrict
	if (playerObject->getComponent<PhysicsBody>()->getBody()->GetPosition().x + playerObject->getSizeInTiles().x * 0.5f  > tileSize.x)
	{
		playerObject->getComponent<PhysicsBody>()->getBody()->SetTransform(playerObject->getPosition() - b2Vec2(0.1f, 0.0f), 0.0f);
	}
	else if (playerObject->getComponent<PhysicsBody>()->getBody()->GetPosition().x - playerObject->getSizeInTiles().x * 0.5f  < 0.0f)
	{
		playerObject->getComponent<PhysicsBody>()->getBody()->SetTransform(playerObject->getPosition() + b2Vec2(0.1f, 0.0f), 0.0f);
	}

	//
	ballObject->getComponent<PhysicsBody>()->getBody()->SetTransform(ballObject->getPosition() + (ballVelocity), 0.0f);
	if (endTimer >= 3.0f)
	{
		textObject->getComponent<yam2d::TextComponent>()->getText()->setText("Tiles Left: " + std::to_string(tileAmount));
	}

	return true;
}
예제 #7
0
float RadiansOf(b2Vec2 vec) {
  static b2Vec2 vertical(0, -1);
  float dot = (vertical.x * vec.x) + (vertical.y * vec.y);
  float angle_r = acos(dot / (vertical.Length() * vec.Length()));
  return angle_r;
}
예제 #8
0
//Chase firing
bool Enemy::chaseFire(b2Vec2 & rFireV)
{
	bool trigger = false;

	//Did we fire?
	if (fired_)
	{
		angry_ = fmaxf(angry_ - triggerSatisfaction_[brainStem_.weapon_training], 0);
		fired_ = false;
	}

	//Fire at player?
	if (play_)
	{
		b2Vec2 myPos = getPosition();
		b2Vec2 pPos = player_->getPosition();
		b2Vec2 between = (pPos - myPos);
		float dist = between.Length();

		//Fire if in visible range and 
		if (dist < visRange_[brainStem_.sensitivity] && chill_ > freezingPoint_)
		{
			rFireV = LJP(pPos, 100, 0, 2.0, 0); //*//Fire LJP const?
		}
	}

	//DECIDE TO FIRE
	float seePlayer = rFireV.Length();
	float ammo = (float)getWeaponBar() / (float)getWeaponBarMAX();

	//Otherwise, heat up, chill first
	if (seePlayer != 0)
	{
		orient(rFireV);
		if (chill_ != 0) chill_ = fminf(chill_ += seePlayer * 4 * moodMult_[brainStem_.aggression], 0);
		else angry_ = fminf(angry_ + seePlayer * moodMult_[brainStem_.aggression], angryMAX_);
	}

	//If we're mad enough and we can see the player, fire
	if (angry_ > boilingPoint_ && seePlayer != 0)
	{
		trigger = true;
	}

	//Reload if we're cool enough
	if (angry_ - boilingPoint_ > (angryMAX_ - boilingPoint_) * accuracy_[brainStem_.weapon_training] * moodMult_[brainStem_.aggression]) //*//weapon training, aggression
	{
		if (ammo < accuracy_[brainStem_.weapon_training]) //*// weapon training causes later reloads
			reup();
	}

	//Chill out when idle
	if (angry_ == 0 && seePlayer == 0)
	{
		chill_ -= 1 * moodMult_[brainStem_.inner_peace];

		if (chill_ <= freezingPoint_)
		{
			if (ammo < 1.f)
				reup();

			spin(-0.05f);
		}
	}
	chill_ = fmax(chill_, chillMIN_);

	return trigger;
}
예제 #9
0
// Algorithm:
// 1. Classify v1 and v2
// 2. Classify polygon centroid as front or back
// 3. Flip normal if necessary
// 4. Initialize normal range to [-pi, pi] about face normal
// 5. Adjust normal range according to adjacent edges
// 6. Visit each separating axes, only accept axes within the range
// 7. Return if _any_ axis indicates separation
// 8. Clip
void b2EPCollider::Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA,
						   const b2PolygonShape* polygonB, const b2Transform& xfB)
{
	m_xf = b2MulT(xfA, xfB);
	
	m_centroidB = b2Mul(m_xf, polygonB->m_centroid);
	
	m_v0 = edgeA->m_vertex0;
	m_v1 = edgeA->m_vertex1;
	m_v2 = edgeA->m_vertex2;
	m_v3 = edgeA->m_vertex3;
	
	bool hasVertex0 = edgeA->m_hasVertex0;
	bool hasVertex3 = edgeA->m_hasVertex3;
	
	b2Vec2 edge1 = m_v2 - m_v1;
	edge1.Normalize();
	m_normal1.Set(edge1.y, -edge1.x);
	float32 offset1 = b2Dot(m_normal1, m_centroidB - m_v1);
	float32 offset0 = 0.0f, offset2 = 0.0f;
	bool convex1 = false, convex2 = false;
	
	// Is there a preceding edge?
	if (hasVertex0)
	{
		b2Vec2 edge0 = m_v1 - m_v0;
		edge0.Normalize();
		m_normal0.Set(edge0.y, -edge0.x);
		convex1 = b2Cross(edge0, edge1) >= 0.0f;
		offset0 = b2Dot(m_normal0, m_centroidB - m_v0);
	}
	
	// Is there a following edge?
	if (hasVertex3)
	{
		b2Vec2 edge2 = m_v3 - m_v2;
		edge2.Normalize();
		m_normal2.Set(edge2.y, -edge2.x);
		convex2 = b2Cross(edge1, edge2) > 0.0f;
		offset2 = b2Dot(m_normal2, m_centroidB - m_v2);
	}
	
	// Determine front or back collision. Determine collision normal limits.
	if (hasVertex0 && hasVertex3)
	{
		if (convex1 && convex2)
		{
			m_front = offset0 >= 0.0f || offset1 >= 0.0f || offset2 >= 0.0f;
			if (m_front)
			{
				m_normal = m_normal1;
				m_lowerLimit = m_normal0;
				m_upperLimit = m_normal2;
			}
			else
			{
				m_normal = -m_normal1;
				m_lowerLimit = -m_normal1;
				m_upperLimit = -m_normal1;
			}
		}
		else if (convex1)
		{
			m_front = offset0 >= 0.0f || (offset1 >= 0.0f && offset2 >= 0.0f);
			if (m_front)
			{
				m_normal = m_normal1;
				m_lowerLimit = m_normal0;
				m_upperLimit = m_normal1;
			}
			else
			{
				m_normal = -m_normal1;
				m_lowerLimit = -m_normal2;
				m_upperLimit = -m_normal1;
			}
		}
		else if (convex2)
		{
			m_front = offset2 >= 0.0f || (offset0 >= 0.0f && offset1 >= 0.0f);
			if (m_front)
			{
				m_normal = m_normal1;
				m_lowerLimit = m_normal1;
				m_upperLimit = m_normal2;
			}
			else
			{
				m_normal = -m_normal1;
				m_lowerLimit = -m_normal1;
				m_upperLimit = -m_normal0;
			}
		}
		else
		{
			m_front = offset0 >= 0.0f && offset1 >= 0.0f && offset2 >= 0.0f;
			if (m_front)
			{
				m_normal = m_normal1;
				m_lowerLimit = m_normal1;
				m_upperLimit = m_normal1;
			}
			else
			{
				m_normal = -m_normal1;
				m_lowerLimit = -m_normal2;
				m_upperLimit = -m_normal0;
			}
		}
	}
	else if (hasVertex0)
	{
		if (convex1)
		{
			m_front = offset0 >= 0.0f || offset1 >= 0.0f;
			if (m_front)
			{
				m_normal = m_normal1;
				m_lowerLimit = m_normal0;
				m_upperLimit = -m_normal1;
			}
			else
			{
				m_normal = -m_normal1;
				m_lowerLimit = m_normal1;
				m_upperLimit = -m_normal1;
			}
		}
		else
		{
			m_front = offset0 >= 0.0f && offset1 >= 0.0f;
			if (m_front)
			{
				m_normal = m_normal1;
				m_lowerLimit = m_normal1;
				m_upperLimit = -m_normal1;
			}
			else
			{
				m_normal = -m_normal1;
				m_lowerLimit = m_normal1;
				m_upperLimit = -m_normal0;
			}
		}
	}
	else if (hasVertex3)
	{
		if (convex2)
		{
			m_front = offset1 >= 0.0f || offset2 >= 0.0f;
			if (m_front)
			{
				m_normal = m_normal1;
				m_lowerLimit = -m_normal1;
				m_upperLimit = m_normal2;
			}
			else
			{
				m_normal = -m_normal1;
				m_lowerLimit = -m_normal1;
				m_upperLimit = m_normal1;
			}
		}
		else
		{
			m_front = offset1 >= 0.0f && offset2 >= 0.0f;
			if (m_front)
			{
				m_normal = m_normal1;
				m_lowerLimit = -m_normal1;
				m_upperLimit = m_normal1;
			}
			else
			{
				m_normal = -m_normal1;
				m_lowerLimit = -m_normal2;
				m_upperLimit = m_normal1;
			}
		}		
	}
	else
	{
		m_front = offset1 >= 0.0f;
		if (m_front)
		{
			m_normal = m_normal1;
			m_lowerLimit = -m_normal1;
			m_upperLimit = -m_normal1;
		}
		else
		{
			m_normal = -m_normal1;
			m_lowerLimit = m_normal1;
			m_upperLimit = m_normal1;
		}
	}
	
	// Get polygonB in frameA
	m_polygonB.count = polygonB->m_vertexCount;
	for (int32 i = 0; i < polygonB->m_vertexCount; ++i)
	{
		m_polygonB.vertices[i] = b2Mul(m_xf, polygonB->m_vertices[i]);
		m_polygonB.normals[i] = b2Mul(m_xf.q, polygonB->m_normals[i]);
	}
	
	m_radius = 2.0f * b2_polygonRadius;
	
	manifold->pointCount = 0;
	
	b2EPAxis edgeAxis = ComputeEdgeSeparation();
	
	// If no valid normal can be found than this edge should not collide.
	if (edgeAxis.type == b2EPAxis::e_unknown)
	{
		return;
	}
	
	if (edgeAxis.separation > m_radius)
	{
		return;
	}
	
	b2EPAxis polygonAxis = ComputePolygonSeparation();
	if (polygonAxis.type != b2EPAxis::e_unknown && polygonAxis.separation > m_radius)
	{
		return;
	}
	
	// Use hysteresis for jitter reduction.
	const float32 k_relativeTol = 0.98f;
	const float32 k_absoluteTol = 0.001f;
	
	b2EPAxis primaryAxis;
	if (polygonAxis.type == b2EPAxis::e_unknown)
	{
		primaryAxis = edgeAxis;
	}
	else if (polygonAxis.separation > k_relativeTol * edgeAxis.separation + k_absoluteTol)
	{
		primaryAxis = polygonAxis;
	}
	else
	{
		primaryAxis = edgeAxis;
	}
	
	b2ClipVertex ie[2];
	b2ReferenceFace rf;
	if (primaryAxis.type == b2EPAxis::e_edgeA)
	{
		manifold->type = b2Manifold::e_faceA;
		
		// Search for the polygon normal that is most anti-parallel to the edge normal.
		int32 bestIndex = 0;
		float32 bestValue = b2Dot(m_normal, m_polygonB.normals[0]);
		for (int32 i = 1; i < m_polygonB.count; ++i)
		{
			float32 value = b2Dot(m_normal, m_polygonB.normals[i]);
			if (value < bestValue)
			{
				bestValue = value;
				bestIndex = i;
			}
		}
		
		int32 i1 = bestIndex;
		int32 i2 = i1 + 1 < m_polygonB.count ? i1 + 1 : 0;
		
		ie[0].v = m_polygonB.vertices[i1];
		ie[0].id.cf.indexA = 0;
		ie[0].id.cf.indexB = i1;
		ie[0].id.cf.typeA = b2ContactFeature::e_face;
		ie[0].id.cf.typeB = b2ContactFeature::e_vertex;
		
		ie[1].v = m_polygonB.vertices[i2];
		ie[1].id.cf.indexA = 0;
		ie[1].id.cf.indexB = i2;
		ie[1].id.cf.typeA = b2ContactFeature::e_face;
		ie[1].id.cf.typeB = b2ContactFeature::e_vertex;
		
		if (m_front)
		{
			rf.i1 = 0;
			rf.i2 = 1;
			rf.v1 = m_v1;
			rf.v2 = m_v2;
			rf.normal = m_normal1;
		}
		else
		{
			rf.i1 = 1;
			rf.i2 = 0;
			rf.v1 = m_v2;
			rf.v2 = m_v1;
			rf.normal = -m_normal1;
		}		
	}
	else
	{
		manifold->type = b2Manifold::e_faceB;
		
		ie[0].v = m_v1;
		ie[0].id.cf.indexA = 0;
		ie[0].id.cf.indexB = primaryAxis.index;
		ie[0].id.cf.typeA = b2ContactFeature::e_vertex;
		ie[0].id.cf.typeB = b2ContactFeature::e_face;
		
		ie[1].v = m_v2;
		ie[1].id.cf.indexA = 0;
		ie[1].id.cf.indexB = primaryAxis.index;		
		ie[1].id.cf.typeA = b2ContactFeature::e_vertex;
		ie[1].id.cf.typeB = b2ContactFeature::e_face;
		
		rf.i1 = primaryAxis.index;
		rf.i2 = rf.i1 + 1 < m_polygonB.count ? rf.i1 + 1 : 0;
		rf.v1 = m_polygonB.vertices[rf.i1];
		rf.v2 = m_polygonB.vertices[rf.i2];
		rf.normal = m_polygonB.normals[rf.i1];
	}
	
	rf.sideNormal1.Set(rf.normal.y, -rf.normal.x);
	rf.sideNormal2 = -rf.sideNormal1;
	rf.sideOffset1 = b2Dot(rf.sideNormal1, rf.v1);
	rf.sideOffset2 = b2Dot(rf.sideNormal2, rf.v2);
	
	// Clip incident edge against extruded edge1 side edges.
	b2ClipVertex clipPoints1[2];
	b2ClipVertex clipPoints2[2];
	int32 np;
	
	// Clip to box side 1
	np = b2ClipSegmentToLine(clipPoints1, ie, rf.sideNormal1, rf.sideOffset1, rf.i1);
	
	if (np < b2_maxManifoldPoints)
	{
		return;
	}
	
	// Clip to negative box side 1
	np = b2ClipSegmentToLine(clipPoints2, clipPoints1, rf.sideNormal2, rf.sideOffset2, rf.i2);
	
	if (np < b2_maxManifoldPoints)
	{
		return;
	}
	
	// Now clipPoints2 contains the clipped points.
	if (primaryAxis.type == b2EPAxis::e_edgeA)
	{
		manifold->localNormal = rf.normal;
		manifold->localPoint = rf.v1;
	}
	else
	{
		manifold->localNormal = polygonB->m_normals[rf.i1];
		manifold->localPoint = polygonB->m_vertices[rf.i1];
	}
	
	int32 pointCount = 0;
	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
	{
		float32 separation;
		
		separation = b2Dot(rf.normal, clipPoints2[i].v - rf.v1);
		
		if (separation <= m_radius)
		{
			b2ManifoldPoint* cp = manifold->points + pointCount;
			
			if (primaryAxis.type == b2EPAxis::e_edgeA)
			{
				cp->localPoint = b2MulT(m_xf, clipPoints2[i].v);
				cp->id = clipPoints2[i].id;
			}
			else
			{
				cp->localPoint = clipPoints2[i].v;
				cp->id.cf.typeA = clipPoints2[i].id.cf.typeB;
				cp->id.cf.typeB = clipPoints2[i].id.cf.typeA;
				cp->id.cf.indexA = clipPoints2[i].id.cf.indexB;
				cp->id.cf.indexB = clipPoints2[i].id.cf.indexA;
			}
			
			++pointCount;
		}
	}
	
	manifold->pointCount = pointCount;
}
예제 #10
0
	void set_length(float l)
	{
		length = l;
		self.Set(l * std::cos(angle), -l * std::sin(angle));

	}
예제 #11
0
파일: main.cpp 프로젝트: gAndy50/Misc
void Init()
{
	GameWin.create(sf::VideoMode(800, 600, 32), "Physics Test - [SFML & Box2D]");

	if (!font.loadFromFile("arial.ttf"))
	{
		exit(0);
	}

	PauseText.setFont(font);

	pauseText = to_string(Paused);

	PauseText.setCharacterSize(10);
	PauseText.setString("PAUSED:" + pauseText);
	PauseText.setPosition(sf::Vector2f(700, 10));
	PauseText.setFillColor(sf::Color::Yellow);
	
	box.setPosition(sf::Vector2f(15, 5));
	box.setSize(sf::Vector2f(10, 10));
	box.setFillColor(sf::Color(255, 0, 0));

	box2.setPosition(sf::Vector2f(50, 5));
	box2.setSize(sf::Vector2f(15, 15));
	box2.setFillColor(sf::Color(0, 255, 0));

	ground.setPosition(sf::Vector2f(0, 540));
	ground.setSize(sf::Vector2f(800, 560));
	ground.setFillColor(sf::Color(0, 0,255));

	wall.setPosition(sf::Vector2f(1, 1));
	wall.setSize(sf::Vector2f(10, 580));
	wall.setFillColor(sf::Color(0, 0, 255));

	wall2.setPosition(sf::Vector2f(790, 1));
	wall2.setSize(sf::Vector2f(10, 580));
	wall2.setFillColor(sf::Color(0, 0, 255));

	World = new b2World(gravity);
	World->SetGravity(gravity);

	groundBodyDef.type = b2_staticBody;
	groundBodyDef.position.Set(0, 540);
	groundBody = World->CreateBody(&groundBodyDef);

	wallBodyDef.type = b2_staticBody;
	wallBodyDef.position.Set(10, 580);
	wallBody = World->CreateBody(&wallBodyDef);

	wallBodyDef2.type = b2_staticBody;
	wallBodyDef2.position.Set(790, 1);
	wallBody2 = World->CreateBody(&wallBodyDef2);

	ballBodyDef.type = b2_dynamicBody;
	ballVector.Set(10, 10);
	ballBodyDef.angularVelocity = 0.0f;
	ballBodyDef.linearVelocity = ballVector;

	ballBodyDef2.type = b2_dynamicBody;
	ballVector2.Set(15, 15);
	ballBodyDef2.angularVelocity = 0.0f;
	ballBodyDef2.linearVelocity = ballVector2;

	ballBodyDef.position.Set(15, 0);
	ballBodyDef.awake = true;
	Body = World->CreateBody(&ballBodyDef);

	ballBodyDef2.position.Set(30, 0);
	ballBodyDef2.awake = true;
	Body2 = World->CreateBody(&ballBodyDef2);

	boxShapeDef.shape = &groundBox;
	boxShapeDef.density = 2.0f;
	boxShapeDef.restitution = 0.5f;
	groundBox.SetAsBox(800, 0);

	groundBody->CreateFixture(&groundBox, 0);

	wallBoxDef.shape = &wallBox;
	wallBoxDef.density = 2.0f;
	wallBoxDef.restitution = 0.5f;
	wallBox.SetAsBox(1, 600);

	wallBody->CreateFixture(&wallBox, 0);

	wallBoxDef2.shape = &wallBox2;
	wallBoxDef2.density = 2.0f;
	wallBoxDef2.restitution = 0.5f;
	wallBox2.SetAsBox(1, 600);

	wallBody2->CreateFixture(&wallBox2, 0);

	dynamicBox.SetAsBox(10.0f, 10.0f);

	dynamicBox2.SetAsBox(10.0f, 10.0f);

	fixtureDef.shape = &dynamicBox;
	fixtureDef.density = 2.0f;
	fixtureDef.friction = 1.5f;
	fixtureDef.restitution = 0.9f;

	Body->CreateFixture(&fixtureDef);

	fixtureDef2.shape = &dynamicBox2;
	fixtureDef2.density = 5.0f;
	fixtureDef2.friction = 5.0f;
	fixtureDef2.restitution = 1.0f;

	Body2->CreateFixture(&fixtureDef2);

	timeStep = 1.0f / 600.0f;
	velIter = 1;
	posIter = 1;

	World->Step(timeStep, velIter, posIter);

	b2Vec2 pos = Body->GetPosition();
	float angle = Body->GetAngle();

	box.setPosition(pos.x, pos.y);
	box.setRotation(angle);

	b2Vec2 pos2 = Body2->GetPosition();
	float angle2 = Body2->GetAngle();

	box2.setPosition(pos2.x, pos2.y);
	box2.setRotation(angle2);
}
예제 #12
0
	float sumMagnitude(sf::Vector2f& V1, b2Vec2& V2)
	{
		return sqrtf(V1.x*V1.x + V1.y*V1.y) + V2.Length();
	}
예제 #13
0
	float sumMagnitude(b2Vec2& V1, sf::Vector2f& V2)
	{
		return V1.Length() + sqrtf(V2.x * V2.x + V2.y * V2.y);
	}
예제 #14
0
	float sumMagnitude(const b2Vec2& V1, const b2Vec2& V2)
	{
		return V1.Length() + V2.Length();
	}