CtrEditor/Simulacion/Aether.cs

912 lines
32 KiB
C#

using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Shapes;
using System.Windows;
using System.Diagnostics;
using nkast.Aether.Physics2D.Dynamics;
using nkast.Aether.Physics2D.Common;
using nkast.Aether.Physics2D.Collision.Shapes;
using nkast.Aether.Physics2D.Dynamics.Contacts;
using nkast.Aether.Physics2D.Dynamics.Joints;
namespace CtrEditor.Simulacion
{
public class simBase
{
public Body Body { get; protected set; }
public World _world;
public void RemoverBody()
{
if (Body != null && _world.BodyList.Count>0 && _world.BodyList.Contains(Body))
{
_world.Remove(Body);
}
}
public static float GradosARadianes(float grados)
{
return (float)(grados * (Math.PI / 180));
}
public static float RadianesAGrados(float radianes)
{
return (float)(radianes * (180 / Math.PI));
}
public void SetPosition(float x, float y)
{
Body.SetTransform(new Vector2(x, y), Body.Rotation);
}
public void SetPosition(Vector2 centro)
{
try
{
Body.SetTransform(centro, Body.Rotation);
}
catch { }
}
}
public class simCurve : simBase
{
private float _innerRadius;
private float _outerRadius;
private float _startAngle;
private float _endAngle;
public float Speed { get; set; } // Velocidad para efectos de cinta transportadora
private List<Action> _deferredActions;
public simCurve(World world, List<Action> deferredActions, float innerRadius, float outerRadius, float startAngle, float endAngle, Vector2 position)
{
_world = world;
_deferredActions = deferredActions;
_innerRadius = innerRadius;
_outerRadius = outerRadius;
_startAngle = GradosARadianes(startAngle);
_endAngle = GradosARadianes(endAngle);
Create(position);
}
public void Create(float innerRadius, float outerRadius, float startAngle, float endAngle, Vector2 position)
{
if (_world == null) return;
_innerRadius = innerRadius;
_outerRadius = outerRadius;
_startAngle = GradosARadianes(startAngle);
_endAngle = GradosARadianes(endAngle);
Create(position);
}
public void Create(Vector2 position)
{
RemoverBody();
// Crear la geometría del sensor de curva
List<Vertices> segments = CreateCurveVertices(_innerRadius, _outerRadius, _startAngle, _endAngle);
Body = _world.CreateBody();
foreach (var segment in segments)
{
var shape = new PolygonShape(segment, 1f);
var fixture = Body.CreateFixture(shape);
fixture.IsSensor = true;
}
Body.Position = position;
Body.BodyType = BodyType.Static;
Body.Tag = this;
}
public void SetSpeed(float speed)
{
Speed = speed;
}
private List<Vertices> CreateCurveVertices(float innerRadius, float outerRadius, float startAngle, float endAngle)
{
List<Vertices> verticesList = new List<Vertices>();
int segments = 32;
float angleStep = (endAngle - startAngle) / segments;
Vertices innerVertices = new Vertices();
Vertices outerVertices = new Vertices();
for (int i = 0; i <= segments; i++)
{
float angle = startAngle + i * angleStep;
innerVertices.Add(new Vector2(innerRadius * (float)Math.Cos(angle), innerRadius * (float)Math.Sin(angle)));
outerVertices.Add(new Vector2(outerRadius * (float)Math.Cos(angle), outerRadius * (float)Math.Sin(angle)));
}
outerVertices.Reverse();
innerVertices.AddRange(outerVertices);
verticesList.Add(innerVertices);
return verticesList;
}
public void ApplyCurveEffect(Fixture bottle)
{
Vector2 centerToBottle = bottle.Body.Position - Body.Position;
float distanceToCenter = centerToBottle.Length();
if (distanceToCenter >= _innerRadius && distanceToCenter <= _outerRadius)
{
// Calcular la velocidad tangencial
float speedMetersPerSecond = Speed / 60.0f;
float angularVelocity = speedMetersPerSecond / distanceToCenter;
// Vector tangente (perpendicular al radio)
Vector2 tangent = new Vector2(-centerToBottle.Y, centerToBottle.X);
tangent.Normalize();
// Velocidad deseada
Vector2 desiredVelocity = tangent * angularVelocity * distanceToCenter;
bottle.Body.LinearVelocity = desiredVelocity;
}
}
}
public class simDescarte : simBase
{
private float _radius;
private List<Action> _deferredActions;
public simDescarte(World world, List<Action> deferredActions, float diameter, Vector2 position)
{
_world = world;
_deferredActions = deferredActions;
_radius = diameter / 2;
Create(position);
}
public void SetDiameter(float diameter)
{
_radius = diameter / 2;
Create(Body.Position); // Recrear el círculo con el nuevo tamaño
}
public void Create(Vector2 position)
{
RemoverBody();
Body = _world.CreateCircle(_radius, 1f, position);
Body.FixtureList[0].IsSensor = true;
Body.BodyType = BodyType.Static;
Body.Tag = this; // Importante para la identificación durante la colisión
}
}
public class simTransporte : simBase
{
public float Speed { get; set; } // Velocidad para efectos de cinta transportadora
public float Friction { get; set; } // Friccion para efectos de cinta transportadora
public float DistanceGuide2Guide { get; set; }
public bool isBrake { get; set; }
public bool TransportWithGuides = false;
private List<Action> _deferredActions;
public float Width { get; set; }
public float Height { get; set; }
public simTransporte(World world, List<Action> deferredActions, float width, float height, Vector2 position, float angle = 0)
{
_world = world;
_deferredActions = deferredActions;
Create(width, height, position, angle);
}
public float Angle
{
get { return RadianesAGrados(Body.Rotation); }
set { Body.Rotation = GradosARadianes(value); }
}
public new 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.Remove(Body.FixtureList[0]);
var newShape = new PolygonShape(PolygonTools.CreateRectangle(width / 2, height / 2), 1f);
Body.CreateFixture(newShape);
Width = width;
Height = height;
}
public void Create(float width, float height, Vector2 position, float angle = 0)
{
RemoverBody();
Width = width;
Height = height;
Friction = 0.1f;
Body = _world.CreateRectangle( width, height, 1f, position);
Body.FixtureList[0].IsSensor = true;
Body.BodyType = BodyType.Static;
Body.Rotation = GradosARadianes(angle);
Body.Tag = this; // Importante para la identificación durante la colisión
}
}
public class simBarrera : simBase
{
public float Distancia;
public int LuzCortada;
public bool LuzCortadaNeck;
public bool DetectNeck;
public List<simBotella> ListSimBotellaContact;
float _height;
private List<Action> _deferredActions;
public simBarrera(World world, List<Action> deferredActions, float width, float height, Vector2 position, float angle = 0, bool detectectNeck = false)
{
_world = world;
_height = height;
DetectNeck = detectectNeck;
_deferredActions = deferredActions;
ListSimBotellaContact = new List<simBotella>();
Create(width, height, position, angle);
}
public float Angle
{
get { return RadianesAGrados(Body.Rotation); }
set { Body.Rotation = GradosARadianes(value); }
}
public new void SetPosition(float x, float y)
{
Body.Position = new Vector2(x, y);
}
public void SetDimensions(float width, float height)
{
Body.Remove(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, bool detectectNeck = false)
{
RemoverBody();
_height = height;
DetectNeck = detectectNeck;
Body = _world.CreateRectangle( width, height, 1f, position);
Body.FixtureList[0].IsSensor = true;
Body.BodyType = BodyType.Static;
Body.Rotation = GradosARadianes(angle);
Body.Tag = this; // Importante para la identificación durante la colisión
LuzCortada = 0;
}
public void CheckIfNecksIsTouching()
{
if (LuzCortada == 0) return;
foreach (var botella in ListSimBotellaContact)
{
// Obtener el centro de la barrera
Vector2 sensorCenter = Body.Position;
// Calcular el vector de la línea horizontal centrada de la barrera
float halfHeight = _height / 2;
float cos = (float)Math.Cos(Body.Rotation);
float sin = (float)Math.Sin(Body.Rotation);
// Calcular los puntos inicial y final de la línea horizontal centrada y rotada
Vector2 lineStart = sensorCenter + new Vector2(-halfHeight * cos, halfHeight * sin);
Vector2 lineEnd = sensorCenter + new Vector2(halfHeight * cos, -halfHeight * sin);
// Proyectar el centro de la botella sobre la línea horizontal
Vector2 fixtureCenter = botella.Body.Position;
Vector2 closestPoint = ProjectPointOntoLine(fixtureCenter, lineStart, lineEnd);
// Calcular la distancia entre el punto más cercano y el centro del cuello de la botella
float distance;
Vector2.Distance(ref closestPoint,ref fixtureCenter, out distance);
Distancia = distance;
if (distance <= botella._neckRadius)
{
LuzCortadaNeck = true;
return;
}
}
LuzCortadaNeck = false;
}
private Vector2 ProjectPointOntoLine(Vector2 point, Vector2 lineStart, Vector2 lineEnd)
{
Vector2 lineDirection = lineEnd - lineStart;
lineDirection.Normalize();
Vector2 pointToLineStart = point - lineStart;
float projectionLength;
Vector2.Dot(ref pointToLineStart, ref lineDirection, out projectionLength);
return lineStart + projectionLength * lineDirection;
}
}
public class simGuia : simBase
{
private List<Action> _deferredActions;
public simGuia(World world, List<Action> deferredActions, Vector2 start, Vector2 end)
{
_world = world;
_deferredActions = deferredActions;
Create(start, end);
}
public void Create(Vector2 start, Vector2 end)
{
RemoverBody();
Body = _world.CreateEdge( start, end);
Body.BodyType = BodyType.Static;
Body.Tag = 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 simBotella : simBase
{
public float Radius;
private float _mass;
public bool Descartar = false;
public int isOnTransports;
public List<simBase> ListOnTransports;
public bool isRestricted;
public bool isNoMoreRestricted;
public float OriginalMass;
public simTransporte ConveyorRestrictedTo;
public Fixture axisRestrictedBy;
public float OverlapPercentage;
public float _neckRadius;
PrismaticJoint _activeJoint;
private List<Action> _deferredActions;
public simBotella(World world, List<Action> deferredActions, float diameter, Vector2 position, float mass,float neckRadius = 0)
{
_world = world;
ListOnTransports = new List<simBase>();
_deferredActions = deferredActions;
Radius = diameter / 2;
_mass = mass;
_activeJoint = null;
if (neckRadius<=0)
neckRadius = diameter / 4;
_neckRadius = neckRadius;
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)
{
RemoverBody();
isOnTransports = 0;
_activeJoint = null;
Body = _world.CreateCircle( Radius, 1f, position);
Body.BodyType = BodyType.Dynamic;
// Restablecer manejador de eventos de colisión
Body.OnCollision += HandleCollision;
Body.OnSeparation += HandleOnSeparation;
Body.Tag = this; // Importante para la identificación durante la colisión
// Configurar la fricción
Body.SetFriction(0.2f);
// Configurar amortiguamiento
Body.LinearDamping = 3f; // Ajustar para controlar la reducción de la velocidad lineal
Body.AngularDamping = 1f; // Ajustar para controlar la reducción de la velocidad angular
Body.SetRestitution(0f); // Baja restitución para menos rebote
Body.SleepingAllowed = false;
Body.IsBullet = true;
}
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, Contact contact)
{
if (fixtureB.Body.Tag is simBarrera Sensor)
{
Sensor.LuzCortada += 1;
Sensor.ListSimBotellaContact.Add(this);
return true;
}
else if (fixtureB.Body.Tag is simCurve curve)
{
isOnTransports += 1;
ListOnTransports.Add(curve);
return true; // No aplicar respuestas físicas
}
else if (fixtureB.Body.Tag is simDescarte)
{
Descartar = true;
return true;
}
else if (fixtureB.Body.Tag is simTransporte)
{
simTransporte conveyor = fixtureB.Body.Tag as simTransporte;
isOnTransports += 1;
ListOnTransports.Add(conveyor);
// Aplicar el efecto del transportador usando el porcentaje calculado
if (conveyor.TransportWithGuides && conveyor.isBrake)
{
ConveyorRestrictedTo = conveyor;
axisRestrictedBy = fixtureB;
OriginalMass = Body.Mass;
isRestricted = true;
isNoMoreRestricted = false;
}
return true; // No aplicar respuestas físicas
}
return true; // No aplicar respuestas físicas
}
private float CalculateOverlapPercentage(simTransporte conveyor)
{
CircleShape circleShape = Body.FixtureList[0].Shape as CircleShape;
PolygonShape polygonShape = conveyor.Body.FixtureList[0].Shape as PolygonShape;
// Obtener centro y radio del círculo
Vector2 centroCirculo = Body.Position;
float radio = circleShape.Radius;
// Obtener los vértices del polígono (rectángulo)
Vector2[] vertices = new Vector2[polygonShape.Vertices.Count];
float cos = (float)Math.Cos(conveyor.Body.Rotation);
float sin = (float)Math.Sin(conveyor.Body.Rotation);
for (int i = 0; i < polygonShape.Vertices.Count; i++)
{
Vector2 vertex = polygonShape.Vertices[i];
float rotatedX = vertex.X * cos - vertex.Y * sin + conveyor.Body.Position.X;
float rotatedY = vertex.X * sin + vertex.Y * cos + conveyor.Body.Position.Y;
vertices[i] = new Vector2(rotatedX, rotatedY);
}
// Calcular el porcentaje de la superficie compartida
return InterseccionCirculoRectangulo.CalcularSuperficieCompartida(vertices, centroCirculo, radio);
}
private void HandleOnSeparation(Fixture sender, Fixture fixtureB, Contact contact)
{
if (isOnTransports > 0 && fixtureB.Body.Tag is simTransporte)
{
if (fixtureB.Body.Tag is simTransporte transport)
ListOnTransports.Remove(transport);
isOnTransports -= 1;
}
if (isOnTransports > 0 && fixtureB.Body.Tag is simCurve)
{
if (fixtureB.Body.Tag is simCurve transport)
ListOnTransports.Remove(transport);
isOnTransports -= 1;
}
if (isRestricted && fixtureB == axisRestrictedBy)
{
isRestricted = false;
isNoMoreRestricted = true;
}
if (fixtureB.Body.Tag is simBarrera Sensor)
{
Sensor.LuzCortada -= 1;
Sensor.ListSimBotellaContact.Remove(this);
}
}
/// <summary>
/// Aplica la fuerza de traccion a la botellas segun los
/// transportes sobre los que se encuentra
/// </summary>
/// <param name="deltaTime_s"></param>
public void ApplyConveyorSpeed(float deltaTime_s)
{
foreach (var transporte in ListOnTransports)
{
if (transporte is simTransporte conveyorRect)
if (ApplyConveyorEffect(deltaTime_s, conveyorRect))
break;
if (transporte is simCurve conveyorCurve)
conveyorCurve.ApplyCurveEffect(Body.FixtureList[0]);
}
}
private bool ApplyConveyorEffect(float deltaTime_s, simTransporte conveyor)
{
// Calcular el porcentaje de superficie sobrepuesta
float overlapPercentage = CalculateOverlapedArea(this, conveyor); // CalculateOverlapPercentage(conveyor);
OverlapPercentage = overlapPercentage;
// Calcular la velocidad deseada del transporte
float speedMetersPerSecond = conveyor.Speed / 60.0f;
Vector2 desiredVelocity = new Vector2((float)Math.Cos(conveyor.Body.Rotation), (float)Math.Sin(conveyor.Body.Rotation)) * speedMetersPerSecond;
// Obtener la velocidad actual de la botella
Vector2 currentVelocity = Body.LinearVelocity;
// Calcular la diferencia de velocidad deseada
Vector2 velocityDifference = desiredVelocity - currentVelocity;
// Calcular la fuerza de fricción necesaria - 0 : ya esta en velocidad - 1 : esta detenido
float proporcionalVelocityNeeded = 1-CalculateProportion(currentVelocity, desiredVelocity);
float frictionCoefficient;
switch (proporcionalVelocityNeeded) {
case > 0.3f:
frictionCoefficient = conveyor.Friction * overlapPercentage;
break;
default:
frictionCoefficient = proporcionalVelocityNeeded * overlapPercentage;
break;
}
if (isRestricted && conveyor == ConveyorRestrictedTo && overlapPercentage > 0.5f)
{
Body.LinearVelocity = desiredVelocity;
return true;
}
// Aplicar la fuerza de fricción en función del porcentaje de superficie sobrepuesta
Body.LinearVelocity += frictionCoefficient * desiredVelocity;
//Body.ApplyForce(frictionForce * overlapPercentage);
return false;
}
public float CalculateOverlapedArea(simBotella botella, simTransporte conveyor)
{
//float areaBotella = (float) ((botella.Radius * botella.Radius * Math.PI) / (Math.PI / 4)); // Math.PI/4 porque es un cuadrado en vez de un circulo
//float area = OverlapedArea.CalculateOverlapedArea(botella.Body, conveyor.Body);
//if (areaBotella == 0) return 0;
//return area/areaBotella;
return OverlapedAreaFast.CalculateOverlapedArea(botella, conveyor);
}
public static float CalculateProportion(Vector2 currentVelocity, Vector2 desiredVelocity)
{
// Calcular la proyección escalar de v2 sobre v1
float dotProduct;
Vector2.Dot(ref desiredVelocity, ref currentVelocity, out dotProduct);
float magnitudeV1Squared = desiredVelocity.LengthSquared();
// Si la magnitud de v1 es 0, la proporción no está definida
if (magnitudeV1Squared == 0)
{
return 0;
}
// Calcular la proporción
float proportion = dotProduct / magnitudeV1Squared;
return proportion;
}
public void CenterFixtureOnConveyor()
{
if (!isRestricted || ConveyorRestrictedTo == null)
return;
// Obtener el centro del conveyor
Vector2 conveyorCenter = ConveyorRestrictedTo.Body.Position;
// Calcular el vector de la línea horizontal centrada de conveyor
float halfDistance = ConveyorRestrictedTo.DistanceGuide2Guide / 2;
float cos = (float)Math.Cos(ConveyorRestrictedTo.Body.Rotation);
float sin = (float)Math.Sin(ConveyorRestrictedTo.Body.Rotation);
Vector2 offset = new Vector2(halfDistance * cos, halfDistance * sin);
// Línea horizontal centrada de conveyor en el espacio del mundo
Vector2 lineStart = conveyorCenter - offset;
Vector2 lineEnd = conveyorCenter + offset;
// Proyectar el centro de fixtureA sobre la línea horizontal
Vector2 fixtureCenter = Body.Position;
Vector2 closestPoint = ProjectPointOntoLine(fixtureCenter, lineStart, lineEnd);
// Mover fixtureA al punto más cercano en la línea horizontal
Body.Position = closestPoint;
}
private Vector2 ProjectPointOntoLine(Vector2 point, Vector2 lineStart, Vector2 lineEnd)
{
Vector2 lineDirection = lineEnd - lineStart;
lineDirection.Normalize();
Vector2 pointToLineStart = point - lineStart;
Vector2.Dot(ref pointToLineStart,ref lineDirection, out float projectionLength);
return lineStart + projectionLength * lineDirection;
}
}
public class SimulationManagerFP
{
private World world;
private Canvas simulationCanvas;
public List<simBase> Cuerpos;
public List<Action> _deferredActions;
SolverIterations Iterations;
private Stopwatch stopwatch;
private double stopwatch_last;
public Canvas DebugCanvas { get => simulationCanvas; set => simulationCanvas = value; }
public SimulationManagerFP()
{
world = new World(new Vector2(0, 0)); // Vector2.Zero
SolverIterations Iterations = new SolverIterations();
Iterations.PositionIterations = 1;
Iterations.VelocityIterations = 1;
Cuerpos = new List<simBase>();
_deferredActions = new List<Action>();
stopwatch = new Stopwatch();
stopwatch.Start();
}
public void Clear()
{
if (world.BodyList.Count > 0)
world.Clear();
if (Cuerpos.Count > 0)
Cuerpos.Clear();
}
// ******************************************************************************************************************************************
// ******************************************************************************************************************************************
public void Step()
{
// Detener el cronómetro y obtener el tiempo transcurrido en milisegundos
float elapsedMilliseconds = (float)(stopwatch.Elapsed.TotalMilliseconds - stopwatch_last);
stopwatch_last = stopwatch.Elapsed.TotalMilliseconds;
// Pasar el tiempo transcurrido al método Step
world.Step(elapsedMilliseconds / 1000.0f);
foreach (var cuerpo in Cuerpos)
{
if (cuerpo is simBotella botella)
{
botella.ApplyConveyorSpeed(elapsedMilliseconds/1000);
if (botella.isRestricted)
{
botella.CenterFixtureOnConveyor();
botella.Body.Inertia = 0;
botella.Body.Mass = 100;
}
else if (botella.isNoMoreRestricted)
{
botella.isNoMoreRestricted = false;
botella.Body.Mass = botella.OriginalMass;
}
}
else if (cuerpo is simBarrera barrera)
barrera.CheckIfNecksIsTouching();
}
// Procesa las acciones diferidas
foreach (var action in _deferredActions)
{
action();
}
_deferredActions.Clear();
}
public void Remove(simBase Objeto)
{
if (Objeto != null)
{
Objeto.RemoverBody();
Cuerpos.Remove(Objeto);
}
}
public simCurve AddCurve(float innerRadius, float outerRadius, float startAngle, float endAngle, Vector2 position)
{
simCurve curva = new simCurve(world, _deferredActions, innerRadius, outerRadius, startAngle, endAngle, position);
Cuerpos.Add(curva);
return curva;
}
public simBotella AddCircle(float diameter, Vector2 position, float mass)
{
simBotella circle = new simBotella(world, _deferredActions, diameter, position, mass);
Cuerpos.Add(circle);
return circle;
}
public simTransporte AddRectangle(float width, float height, Vector2 position, float angle)
{
simTransporte rectangle = new simTransporte(world, _deferredActions, width, height, position, angle);
Cuerpos.Add(rectangle);
return rectangle;
}
public simBarrera AddBarrera(float width, float height, Vector2 position, float angle, bool detectarCuello)
{
simBarrera rectangle = new simBarrera(world, _deferredActions, width, height, position, angle, detectarCuello);
Cuerpos.Add(rectangle);
return rectangle;
}
public simGuia AddLine(Vector2 start, Vector2 end)
{
simGuia line = new simGuia(world, _deferredActions, start, end);
Cuerpos.Add(line);
return line;
}
public simDescarte AddDescarte(float diameter, Vector2 position)
{
simDescarte descarte = new simDescarte(world, _deferredActions, diameter, position);
Cuerpos.Add(descarte);
return descarte;
}
public void Debug_DrawInitialBodies()
{
Debug_ClearSimulationShapes();
world.Step(0.01f); // Para actualizar la BodyList
foreach (Body body in world.BodyList)
{
foreach (Fixture fixture in body.FixtureList)
{
DrawShape(fixture);
}
}
}
public void Debug_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.Shape.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;
}
}
}