Applying FarSeer Physics to PSSDK

 

Someone on the PlayStation Suite forum recently asked if there was an implementation of the Box2D physics library that would work with PS Suite.  Initially Box2Dx looked encouraging, but in the end it relied on some unsafe ( as in the keyword ) code, plus it was quite a bit out of date.  In my searching though, I did stumble upon the Farseer XNA a prominent XNA physics library.  It depends on some XNA data types, but nicely, the library includes them!

 

So I set about trying to get FarSeer working with PlayStation Suite, which proved to be a fairly simple task.

 

First you need to create a PlayStation suite library, then copy across all of the code/folders from the archive.  Make sure it is FarSeer Physics Engine class you download, the other versions have dependencies that don’t work.  Now you have to make one very small code change.  You need to open DynamicTreeBroadPhase.cs and change internal struct Pair : … to public, like this:

 

public struct Pair : IComparable<Pair> //MJF made public

 

And that’s it.

 

Compile it as a PlayStation Suite library and add it as a reference to your project and you are off to the races.  You can download the DLL I compiled for PlayStation Suite right here if you don’t want to or can’t build it yourself.

 

Now, the reason I’m not really calling this a tutorial is, I haven’t bothered to actually take the time to figure out how to use FarSeer, I just modified their sample enough to verify it runs on the PlayStation Vita.  Due to the screwy decision to make the origin the bottom left, you need to alter their examples accordingly, but otherwise everything works fine.  Here is a sample of extremely poorly configured gravity.

 

using System; using System.Collections.Generic; using Sce.Pss.Core; using Sce.Pss.Core.Environment; using Sce.Pss.Core.Graphics; using Sce.Pss.Core.Input; using Sce.Pss.HighLevel.GameEngine2D; using Sce.Pss.HighLevel.GameEngine2D.Base; using FarseerPhysics.Common; using FarseerPhysics.Controllers; using FarseerPhysics.Dynamics; using FarseerPhysics.Factories; namespace FarTest { public class AppMain { private const float MeterInPixels = 64f; public static void Main() { Director.Initialize(); Scene scene = new Scene(); scene.Camera.SetViewFromViewport(); Vector2 midPoint = scene.Camera.CalcBounds().Center; // Create circle and ground sprites Texture2D texture = new Texture2D("/Application/circleSprite.png",false); TextureInfo ti = new TextureInfo(texture); SpriteUV sprite = new SpriteUV(ti); sprite.Quad.S = new Vector2(98,98); sprite.Position = new Vector2(midPoint.X - 98/2,Director.Instance.GL.Context.GetViewport().Height-98); Texture2D texture2 = new Texture2D("/Application/groundSprite.png",false); TextureInfo ti2 = new TextureInfo(texture); SpriteUV sprite2 = new SpriteUV(ti); sprite2.Quad.S = new Vector2(512,64); sprite2.Position = new Vector2(midPoint.X - 512/2,0); //Physics time World world = new World(new Microsoft.Xna.Framework.Vector2(0,-10)); Body circleBody = BodyFactory.CreateCircle(world,96f /2f,1f, new Microsoft.Xna.Framework.Vector2(sprite.Position.X,sprite.Position.Y)); circleBody.BodyType = BodyType.Dynamic; Body groundBody = BodyFactory.CreateRectangle(world,512f, 64f/2,1f, new Microsoft.Xna.Framework.Vector2(sprite2.Position.X,sprite2.Position.Y)); ; groundBody.IsStatic = true; groundBody.Restitution = 0.9f; groundBody.Friction = 0.4f; // Now update the sprite //circleBody.ApplyLinearImpulse(new Microsoft.Xna.Framework.Vector2(0,-50)); sprite.Schedule( (dt) => { sprite.Position = new Vector2(circleBody.Position.X,circleBody.Position.Y); world.Step(dt); }); scene.AddChild(sprite); scene.AddChild (sprite2); Director.Instance.RunWithScene(scene); } } }

 

 

And here are the results:

 

physics

 

 

The only real gotcha in the code is to make sure you use the Microsoft.Xna.Framework.Vector2 when calling FarSeer code and PSS’s Vector2 when dealing with PSS code.

 

 

Obviously, my ground is a bit bouncy, my gravity is a bit wonky, but it is a working physics simulation! Smile

General PSSDK


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