CtrEditor/Simulacion/FPhysics.cs

392 lines
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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Shapes;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Factories;
using FarseerPhysics.Collision.Shapes;
using Microsoft.Xna.Framework;
using CtrEditor.Convertidores;
using FarseerPhysics.Common;
using System.Windows;
using System.Diagnostics;
using System.Windows.Documents;
namespace CtrEditor.Simulacion
{
public class simRectangle
{
public Body Body { get; private set; }
public float Speed { get; set; } // Velocidad para efectos de cinta transportadora
public World _world;
public simRectangle(World world, float width, float height, Vector2 position, float angle = 0)
{
_world = world;
Create(width, height, position, angle);
}
public float Angle
{
get { return MathHelper.ToDegrees(Body.Rotation); }
set { Body.Rotation = MathHelper.ToRadians(value); }
}
public void SetPosition(float x, float y)
{
Body.Position = new Vector2(x, y);
}
public void SetSpeed(float speed)
{
Speed = speed;
}
public void SetDimensions(float width, float height)
{
Body.DestroyFixture(Body.FixtureList[0]);
var newShape = new PolygonShape(PolygonTools.CreateRectangle(width / 2, height / 2), 1f);
Body.CreateFixture(newShape);
}
public void Create(float width, float height, Vector2 position, float angle = 0)
{
if (Body != null)
{
_world.RemoveBody(Body);
}
Body = BodyFactory.CreateRectangle(_world, width, height, 1f, position);
Body.FixtureList[0].IsSensor = true;
Body.BodyType = BodyType.Static;
Body.Rotation = MathHelper.ToRadians(angle);
Body.UserData = this; // Importante para la identificación durante la colisión
}
}
public class simLine
{
public Body Body { get; private set; }
public World _world;
public simLine(World world, Vector2 start, Vector2 end)
{
_world = world;
Create(start, end);
}
public void Create(Vector2 start, Vector2 end)
{
if (Body != null)
{
_world.RemoveBody(Body); // Elimina el cuerpo anterior si existe
}
Body = BodyFactory.CreateEdge(_world, start, end);
Body.BodyType = BodyType.Static;
Body.UserData = this; // Importante para la identificación durante la colisión
}
public void UpdateVertices(Vector2 newStart, Vector2 newEnd)
{
Create(newStart, newEnd); // Recrear la línea con nuevos vértices
}
}
public class simCircle
{
public Body Body { get; private set; }
public World _world;
private float _radius;
private float _mass;
public simCircle(World world, float diameter, Vector2 position, float mass)
{
_world = world;
_radius = diameter / 2;
_mass = mass;
Create(position);
}
public float CenterX
{
get { return Body.Position.X; }
set { }
}
public float CenterY
{
get { return Body.Position.Y; }
set { }
}
public Vector2 Center
{
get { return Body.Position; }
}
public float Mass
{
get
{
if (_mass <= 0)
_mass = 1;
return _mass;
}
set { _mass = value; }
}
private void Create(Vector2 position)
{
if (Body != null)
{
_world.RemoveBody(Body); // Remover el cuerpo anterior si existe
}
Body = BodyFactory.CreateCircle(_world, _radius, 1f, position);
Body.BodyType = BodyType.Dynamic;
// Restablecer manejador de eventos de colisión
Body.OnCollision += HandleCollision;
//Body.OnSeparation += HandleOnSeparation;
Body.UserData = this; // Importante para la identificación durante la colisión
// Configurar la fricción
Body.Friction = 0.5f; // Ajustar según sea necesario para tu simulación
// Configurar amortiguamiento
Body.LinearDamping = 0f; // Ajustar para controlar la reducción de la velocidad lineal
Body.AngularDamping = 0f; // Ajustar para controlar la reducción de la velocidad angular
Body.Restitution = 0.2f; // Baja restitución para menos rebote
Body.IsBullet = true;
}
public void SetPosition(float x, float y)
{
Body.SetTransform(new Vector2(x, y), Body.Rotation);
}
public void SetDiameter(float diameter)
{
_radius = diameter / 2;
Create(Body.Position); // Recrear el círculo con el nuevo tamaño
}
public void SetMass(float mass)
{
Mass = mass;
}
private bool HandleCollision(Fixture fixtureA, Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact)
{
if (fixtureB.Body.UserData is simRectangle)
{
simRectangle conveyor = fixtureB.Body.UserData as simRectangle;
CircleShape circleShape = fixtureA.Shape as CircleShape;
PolygonShape polygonShape = fixtureB.Shape as PolygonShape;
// Obtener centro y radio del círculo
Vector2 centroCirculo = fixtureA.Body.Position;
float radio = circleShape.Radius;
// Obtener los vértices del polígono (rectángulo)
Vector2[] vertices = new Vector2[polygonShape.Vertices.Count];
float cos = (float)Math.Cos(fixtureB.Body.Rotation);
float sin = (float)Math.Sin(fixtureB.Body.Rotation);
for (int i = 0; i < polygonShape.Vertices.Count; i++)
{
Vector2 vertex = polygonShape.Vertices[i];
float rotatedX = vertex.X * cos - vertex.Y * sin + fixtureB.Body.Position.X;
float rotatedY = vertex.X * sin + vertex.Y * cos + fixtureB.Body.Position.Y;
vertices[i] = new Vector2(rotatedX, rotatedY);
}
// Calcular el porcentaje de la superficie compartida
float porcentajeCompartido = InterseccionCirculoRectangulo.CalcularSuperficieCompartida(vertices, centroCirculo, radio);
// Aplicar el efecto del transportador usando el porcentaje calculado
ApplyConveyorEffect(conveyor, fixtureA, porcentajeCompartido);
return true; // No aplicar respuestas físicas
}
return true; // No aplicar respuestas físicas
}
private void HandleOnSeparation(Fixture fixtureA, Fixture fixtureB)
{
// Aquí puedes restablecer cualquier estado si es necesario al separarse de un simRectangle
}
private void ApplyConveyorEffect(simRectangle conveyor, Fixture circleFixture, float porcentajeCompartido)
{
float speedMetersPerSecond = conveyor.Speed / 60.0f;
Vector2 desiredVelocity = new Vector2((float)Math.Cos(conveyor.Body.Rotation), (float)Math.Sin(conveyor.Body.Rotation)) * speedMetersPerSecond;
circleFixture.Body.LinearVelocity += desiredVelocity * porcentajeCompartido;
}
}
public class SimulationManagerFP
{
private World world;
private Canvas simulationCanvas;
public List<simCircle> circles;
public List<simRectangle> rectangles;
public List<simLine> lines;
public Stopwatch stopwatch;
public Canvas DebugCanvas { get => simulationCanvas; set => simulationCanvas = value; }
public SimulationManagerFP()
{
world = new World(new Vector2(0, 0)); // Vector2.Zero
circles = new List<simCircle>();
rectangles = new List<simRectangle>();
lines = new List<simLine>();
stopwatch = new Stopwatch();
}
public void Clear()
{
circles.Clear();
rectangles.Clear();
lines.Clear();
world.Clear();
}
public void Step()
{
// Detener el cronómetro y obtener el tiempo transcurrido en milisegundos
stopwatch.Stop();
float elapsedMilliseconds = (float)stopwatch.Elapsed.TotalMilliseconds;
// Reiniciar el cronómetro para la próxima medición
stopwatch.Restart();
// Pasar el tiempo transcurrido al método Step
world.Step(elapsedMilliseconds / 1000.0f);
}
public simCircle AddCircle(float diameter, Vector2 position, float mass)
{
simCircle circle = new simCircle(world, diameter, position, mass);
circles.Add(circle);
return circle;
}
public simRectangle AddRectangle(float width, float height, Vector2 position, float angle)
{
simRectangle rectangle = new simRectangle(world, width, height, position, angle);
rectangles.Add(rectangle);
return rectangle;
}
public simLine AddLine(Vector2 start, Vector2 end)
{
simLine line = new simLine(world, start, end);
lines.Add(line);
return line;
}
public void Debug_DrawInitialBodies()
{
ClearSimulationShapes();
world.Step(0.01f); // Para actualizar la BodyList
foreach (Body body in world.BodyList)
{
foreach (Fixture fixture in body.FixtureList)
{
DrawShape(fixture);
}
}
}
private void ClearSimulationShapes()
{
var simulationShapes = simulationCanvas.Children.OfType<System.Windows.Shapes.Shape>().Where(s => s.Tag as string == "Simulation").ToList();
foreach (var shape in simulationShapes)
{
simulationCanvas.Children.Remove(shape);
}
}
private void DrawShape(Fixture fixture)
{
System.Windows.Shapes.Shape shape;
switch (fixture.ShapeType)
{
case ShapeType.Circle:
shape = DrawCircle(fixture);
break;
case ShapeType.Polygon:
shape = DrawPolygon(fixture);
break;
case ShapeType.Edge:
shape = DrawEdge(fixture);
break;
default:
return;
}
shape.Tag = "Simulation"; // Marcar para simulación
Canvas.SetZIndex(shape, 20);
simulationCanvas.Children.Add(shape);
}
private float p(float x)
{
float c = PixelToMeter.Instance.calc.MetersToPixels(x);
return c;
}
private System.Windows.Shapes.Shape DrawEdge(Fixture fixture)
{
EdgeShape edge = fixture.Shape as EdgeShape;
Line line = new Line
{
X1 = p(edge.Vertex1.X + fixture.Body.Position.X), // Aplicar escala y posición
Y1 = p(edge.Vertex1.Y + fixture.Body.Position.Y),
X2 = p(edge.Vertex2.X + fixture.Body.Position.X),
Y2 = p(edge.Vertex2.Y + fixture.Body.Position.Y),
Stroke = Brushes.Black,
StrokeThickness = 2
};
return line;
}
private System.Windows.Shapes.Shape DrawCircle(Fixture fixture)
{
CircleShape circle = fixture.Shape as CircleShape;
Ellipse ellipse = new Ellipse
{
Width = p(circle.Radius * 2), // Escalado para visualización
Height = p(circle.Radius * 2), // Escalado para visualización
Stroke = Brushes.Black,
StrokeThickness = 2
};
Canvas.SetLeft(ellipse, p(fixture.Body.Position.X - circle.Radius));
Canvas.SetTop(ellipse, p(fixture.Body.Position.Y - circle.Radius));
return ellipse;
}
private System.Windows.Shapes.Shape DrawPolygon(Fixture fixture)
{
Polygon polygon = new Polygon { Stroke = Brushes.Black, StrokeThickness = 2 };
PolygonShape polyShape = fixture.Shape as PolygonShape;
float cos = (float)Math.Cos(fixture.Body.Rotation);
float sin = (float)Math.Sin(fixture.Body.Rotation);
foreach (Vector2 vertex in polyShape.Vertices)
{
float rotatedX = vertex.X * cos - vertex.Y * sin + fixture.Body.Position.X;
float rotatedY = vertex.X * sin + vertex.Y * cos + fixture.Body.Position.Y;
polygon.Points.Add(new Point(p(rotatedX), p(rotatedY)));
}
return polygon;
}
}
}