1 | #region MIT License |
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2 | /* |
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3 | * Copyright (c) 2009 University of Jyväskylä, Department of Mathematical |
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4 | * Information Technology. |
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5 | * |
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6 | * Permission is hereby granted, free of charge, to any person obtaining a copy |
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7 | * of this software and associated documentation files (the "Software"), to deal |
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8 | * in the Software without restriction, including without limitation the rights |
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9 | * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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10 | * copies of the Software, and to permit persons to whom the Software is |
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11 | * furnished to do so, subject to the following conditions: |
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12 | * |
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13 | * The above copyright notice and this permission notice shall be included in |
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14 | * all copies or substantial portions of the Software. |
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15 | * |
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16 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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17 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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18 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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19 | * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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20 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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21 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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22 | * THE SOFTWARE. |
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23 | */ |
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24 | #endregion |
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25 | |
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26 | /* |
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27 | * Authors: Tero Jäntti, Tomi Karppinen, Janne Nikkanen. |
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28 | */ |
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29 | |
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30 | using System; |
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31 | using Physics2DDotNet; |
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32 | using Physics2DDotNet.Joints; |
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33 | using Physics2DDotNet.Solvers; |
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34 | using System.Collections.Generic; |
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35 | |
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36 | namespace Jypeli |
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37 | { |
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38 | /// <summary> |
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39 | /// Peli, johon voi lisätä pintoja, joiden päällä oliot voivat liukua. Peliin lisätyt <code>PhysicsObject</code>-oliot |
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40 | /// käyttäytyvät fysiikan lakien mukaan. |
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41 | /// </summary> |
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42 | public class TopDownPhysicsGame : PhysicsGameBase |
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43 | { |
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44 | private FrictionLogic frictionlogic; |
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45 | private List<PhysicsObject> surfaces = new List<PhysicsObject>(); |
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46 | |
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47 | private SequentialImpulsesSolver solver; |
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48 | |
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49 | /// <summary> |
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50 | /// The surfaces on which other objects may slide. |
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51 | /// </summary> |
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52 | /// <remarks> |
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53 | /// The purpose of having surfaces in a separate list is to |
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54 | /// have less checks between objects and thus keep the performance |
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55 | /// good. Although the worst-case scenario is still O(n^2), this |
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56 | /// happens only when there are a lot of surfaces. One way to |
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57 | /// optimize that might be to store the surfaces in a spatial hash. |
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58 | /// |
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59 | /// It might make sense not to add the surfaces to the physics engine at all. |
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60 | /// Or to have only IShape objects as surfaces instead of physics objects. |
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61 | /// Although someone might of course want to listen collisions for surfaces. |
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62 | /// </remarks> |
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63 | internal List<PhysicsObject> Surfaces { get { return surfaces; } } |
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64 | |
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65 | /// <summary> |
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66 | /// Painovoima. Mitä suurempi painovoima, sitä suurempi liikekitka |
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67 | /// kaikille olioille. |
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68 | /// </summary> |
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69 | public double Gravity { get; set; } |
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70 | |
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71 | /// <summary> |
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72 | /// Liikekitka pinnalla. Tätä arvoa käytetään, kun liikkuva kappale |
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73 | /// ei ole minkään lisätyn pinnan päällä. Arvot tyypillisesti välillä |
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74 | /// <c>0.0</c>-<c>1.0</c>. |
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75 | /// </summary> |
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76 | public double KineticFriction { get; set; } |
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77 | |
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78 | /// <summary> |
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79 | /// Alustaa uuden fysiikkapelin. |
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80 | /// </summary> |
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81 | public TopDownPhysicsGame() |
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82 | : this( 1 ) |
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83 | { |
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84 | } |
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85 | |
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86 | /// <summary> |
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87 | /// Alustaa uuden fysiikkapelin. |
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88 | /// </summary> |
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89 | /// <param name="device">Mikä monitori käytössä, 1=ensimmäinen</param> |
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90 | public TopDownPhysicsGame( int device ) |
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91 | : base( device ) |
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92 | { |
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93 | phsEngine.BroadPhase = new Physics2DDotNet.Detectors.SelectiveSweepDetector(); |
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94 | solver = new SequentialImpulsesSolver(); |
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95 | phsEngine.Solver = (CollisionSolver)solver; |
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96 | |
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97 | Gravity = 1.0; |
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98 | KineticFriction = 1.0; |
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99 | |
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100 | SetPhysics(); |
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101 | } |
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102 | |
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103 | private void SetPhysics() |
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104 | { |
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105 | solver.Iterations = 12; |
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106 | solver.SplitImpulse = true; |
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107 | //solver.BiasFactor = 0.7f; |
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108 | solver.BiasFactor = 0.0f; |
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109 | //solver.AllowedPenetration = 0.1f; |
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110 | solver.AllowedPenetration = 0.01f; |
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111 | |
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112 | frictionlogic = new FrictionLogic( this, new Lifespan() ); |
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113 | phsEngine.AddLogic( frictionlogic ); |
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114 | } |
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115 | |
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116 | /// <summary> |
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117 | /// Lisää peliin pinnan, jonka päällä muut oliot voivat liukua. |
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118 | /// </summary> |
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119 | /// <remarks> |
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120 | /// Pinnalle asetetaan automaattisesti <c>IgnoresCollisionResponse</c> arvoon <c>true</c>. |
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121 | /// </remarks> |
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122 | /// <param name="surface"></param> |
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123 | public void AddSurface( PhysicsObject surface ) |
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124 | { |
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125 | surface.IgnoresCollisionResponse = true; |
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126 | surfaces.Add( surface ); |
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127 | Add( surface ); |
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128 | } |
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129 | |
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130 | /// <summary> |
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131 | /// Nollaa kaiken (kontrollit, näyttöobjektit, ajastimet ja fysiikkamoottorin). |
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132 | /// </summary> |
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133 | public override void ClearAll() |
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134 | { |
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135 | surfaces.Clear(); |
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136 | base.ClearAll(); |
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137 | } |
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138 | } |
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139 | } |
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