(61d00a474) v0.9.7.1

This commit is contained in:
Regalis
2020-03-04 13:04:10 +01:00
parent 3c50efa5c9
commit 3c09ebe02f
5086 changed files with 786063 additions and 295871 deletions
@@ -0,0 +1,178 @@
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Common.Decomposition;
namespace FarseerPhysics.Common.PhysicsLogic
{
/// <summary>
/// A type of body that supports multiple fixtures that can break apart.
/// </summary>
public class BreakableBody
{
public enum BreakableBodyState
{
Unbroken,
ShouldBreak,
Broken,
}
private float[] _angularVelocitiesCache = new float[8];
private Vector2[] _velocitiesCache = new Vector2[8];
public List<Fixture> Parts = new List<Fixture>(8);
public World World { get; private set; }
public Body MainBody { get; private set; }
/// <summary>
/// The force needed to break the body apart.
/// Default: 500
/// </summary>
public float Strength = 500.0f;
public BreakableBodyState State { get; private set; }
private BreakableBody(World world)
{
World = world;
World.ContactManager.PostSolve += PostSolve;
State = BreakableBodyState.Unbroken;
}
public BreakableBody(World world, IEnumerable<Vertices> vertices, float density, Vector2 position = new Vector2(), float rotation = 0) : this(world)
{
MainBody = World.CreateBody(position, rotation, BodyType.Dynamic);
foreach (Vertices part in vertices)
{
PolygonShape polygonShape = new PolygonShape(part, density);
Fixture fixture = MainBody.CreateFixture(polygonShape);
Parts.Add(fixture);
}
}
public BreakableBody(World world, IEnumerable<Shape> shapes, Vector2 position = new Vector2(), float rotation = 0) : this(world)
{
MainBody = World.CreateBody(position, rotation, BodyType.Dynamic);
foreach (Shape part in shapes)
{
Fixture fixture = MainBody.CreateFixture(part);
Parts.Add(fixture);
}
}
public BreakableBody(World world, Vertices vertices, float density, Vector2 position = new Vector2(), float rotation = 0) : this(world)
{
MainBody = World.CreateBody(position, rotation, BodyType.Dynamic);
//TODO: Implement a Voronoi diagram algorithm to split up the vertices
List<Vertices> triangles = Triangulate.ConvexPartition(vertices, TriangulationAlgorithm.Earclip);
foreach (Vertices part in triangles)
{
PolygonShape polygonShape = new PolygonShape(part, density);
Fixture fixture = MainBody.CreateFixture(polygonShape);
Parts.Add(fixture);
}
}
private void PostSolve(Contact contact, ContactVelocityConstraint impulse)
{
if (State != BreakableBodyState.Broken)
{
if (Parts.Contains(contact.FixtureA) || Parts.Contains(contact.FixtureB))
{
float maxImpulse = 0.0f;
int count = contact.Manifold.PointCount;
for (int i = 0; i < count; ++i)
{
maxImpulse = Math.Max(maxImpulse, impulse.points[i].normalImpulse);
}
if (maxImpulse > Strength)
{
// Flag the body for breaking.
State = BreakableBodyState.ShouldBreak;
}
}
}
}
public void Update()
{
switch (State)
{
case BreakableBodyState.Unbroken:
CacheVelocities();
break;
case BreakableBodyState.ShouldBreak:
Decompose();
break;
}
}
// Cache velocities to improve movement on breakage.
private void CacheVelocities()
{
//Enlarge the cache if needed
if (Parts.Count > _angularVelocitiesCache.Length)
{
_velocitiesCache = new Vector2[Parts.Count];
_angularVelocitiesCache = new float[Parts.Count];
}
//Cache the linear and angular velocities.
for (int i = 0; i < Parts.Count; i++)
{
_velocitiesCache[i] = Parts[i].Body.LinearVelocity;
_angularVelocitiesCache[i] = Parts[i].Body.AngularVelocity;
}
}
private void Decompose()
{
if (State == BreakableBodyState.Broken)
throw new InvalidOperationException("BreakableBody is allready broken");
//Unsubsribe from the PostSolve delegate
World.ContactManager.PostSolve -= PostSolve;
for (int i = 0; i < Parts.Count; i++)
{
Fixture oldFixture = Parts[i];
Shape shape = oldFixture.Shape.Clone();
object fixtureTag = oldFixture.UserData;
MainBody.Remove(oldFixture);
Body body = World.CreateBody(MainBody.Position, MainBody.Rotation, BodyType.Dynamic);
body.UserData = MainBody.UserData;
Fixture newFixture = body.CreateFixture(shape);
newFixture.UserData = fixtureTag;
Parts[i] = newFixture;
body.AngularVelocity = _angularVelocitiesCache[i];
body.LinearVelocity = _velocitiesCache[i];
}
World.Remove(MainBody);
State = BreakableBodyState.Broken;
}
}
}
@@ -0,0 +1,90 @@
// Copyright (c) 2017 Kastellanos Nikolaos
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
using System;
namespace FarseerPhysics.Common.PhysicsLogic
{
[Flags]
public enum ControllerCategory
{
None = 0x00000000,
Cat01 = 0x00000001,
Cat02 = 0x00000002,
Cat03 = 0x00000004,
Cat04 = 0x00000008,
Cat05 = 0x00000010,
Cat06 = 0x00000020,
Cat07 = 0x00000040,
Cat08 = 0x00000080,
Cat09 = 0x00000100,
Cat10 = 0x00000200,
Cat11 = 0x00000400,
Cat12 = 0x00000800,
Cat13 = 0x00001000,
Cat14 = 0x00002000,
Cat15 = 0x00004000,
Cat16 = 0x00008000,
Cat17 = 0x00010000,
Cat18 = 0x00020000,
Cat19 = 0x00040000,
Cat20 = 0x00080000,
Cat21 = 0x00100000,
Cat22 = 0x00200000,
Cat23 = 0x00400000,
Cat24 = 0x00800000,
Cat25 = 0x01000000,
Cat26 = 0x02000000,
Cat27 = 0x04000000,
Cat28 = 0x08000000,
Cat29 = 0x10000000,
Cat30 = 0x20000000,
Cat31 = 0x40000000,
All = int.MaxValue,
}
public struct ControllerFilter
{
public ControllerCategory ControllerCategories;
public ControllerFilter(ControllerCategory controllerCategory)
{
this.ControllerCategories = controllerCategory;
}
/// <summary>
/// Ignores the controller. The controller has no effect on this body.
/// </summary>
/// <param name="type">The logic type.</param>
public void IgnoreController(ControllerCategory category)
{
ControllerCategories &= ~category;
}
/// <summary>
/// Restore the controller. The controller affects this body.
/// </summary>
/// <param name="category">The logic type.</param>
public void RestoreController(ControllerCategory category)
{
ControllerCategories |= category;
}
/// <summary>
/// Determines whether this body ignores the the specified controller.
/// </summary>
/// <param name="category">The logic type.</param>
/// <returns>
/// <c>true</c> if the body has the specified flag; otherwise, <c>false</c>.
/// </returns>
public bool IsControllerIgnored(ControllerCategory category)
{
return (ControllerCategories & category) != category;
}
}
}
@@ -1,4 +1,9 @@
using FarseerPhysics.Dynamics;
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
using FarseerPhysics.Dynamics;
namespace FarseerPhysics.Common.PhysicsLogic
{
@@ -36,7 +41,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
/// <returns></returns>
public virtual bool IsActiveOn(Body body)
{
if (body == null || !body.Enabled || body.IsStatic)
if (body == null || !body.Enabled || body.BodyType == BodyType.Static)
return false;
if (body.FixtureList == null)
@@ -1,66 +1,29 @@
using System;
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
using FarseerPhysics.Dynamics;
namespace FarseerPhysics.Common.PhysicsLogic
{
[Flags]
public enum PhysicsLogicType
{
Explosion = (1 << 0)
}
public struct PhysicsLogicFilter
{
public PhysicsLogicType ControllerIgnores;
/// <summary>
/// Ignores the controller. The controller has no effect on this body.
/// </summary>
/// <param name="type">The logic type.</param>
public void IgnorePhysicsLogic(PhysicsLogicType type)
{
ControllerIgnores |= type;
}
/// <summary>
/// Restore the controller. The controller affects this body.
/// </summary>
/// <param name="type">The logic type.</param>
public void RestorePhysicsLogic(PhysicsLogicType type)
{
ControllerIgnores &= ~type;
}
/// <summary>
/// Determines whether this body ignores the the specified controller.
/// </summary>
/// <param name="type">The logic type.</param>
/// <returns>
/// <c>true</c> if the body has the specified flag; otherwise, <c>false</c>.
/// </returns>
public bool IsPhysicsLogicIgnored(PhysicsLogicType type)
{
return (ControllerIgnores & type) == type;
}
}
public abstract class PhysicsLogic : FilterData
{
private PhysicsLogicType _type;
public World World;
public ControllerCategory ControllerCategory = ControllerCategory.Cat01;
public World World { get; internal set; }
public PhysicsLogic(World world)
{
World = world;
}
public override bool IsActiveOn(Body body)
{
if (body.PhysicsLogicFilter.IsPhysicsLogicIgnored(_type))
if (body.ControllerFilter.IsControllerIgnored(ControllerCategory))
return false;
return base.IsActiveOn(body);
}
public PhysicsLogic(World world, PhysicsLogicType type)
{
_type = type;
World = world;
}
}
}
@@ -1,10 +1,15 @@
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using FarseerPhysics.Collision;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Common.PhysicsLogic
{
@@ -98,8 +103,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
private List<ShapeData> _data = new List<ShapeData>();
private RayDataComparer _rdc;
public RealExplosion(World world)
: base(world, PhysicsLogicType.Explosion)
public RealExplosion(World world) : base(world)
{
_rdc = new RayDataComparer();
_data = new List<ShapeData>();
@@ -1,8 +1,13 @@
using System;
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using FarseerPhysics.Collision;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Common.PhysicsLogic
{
@@ -11,8 +16,7 @@ namespace FarseerPhysics.Common.PhysicsLogic
/// </summary>
public sealed class SimpleExplosion : PhysicsLogic
{
public SimpleExplosion(World world)
: base(world, PhysicsLogicType.Explosion)
public SimpleExplosion(World world): base(world)
{
Power = 1; //linear
}