Build 0.18.0.0

This commit is contained in:
Markus Isberg
2022-05-13 00:55:52 +09:00
parent 15d18e6ff6
commit 7547a9b78a
218 changed files with 3881 additions and 2192 deletions
@@ -17,43 +17,42 @@ namespace FarseerPhysics.Dynamics
{
public partial class World
{
public virtual Body CreateBody(Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
public virtual Body CreateBody(Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, bool findNewContacts = true)
{
Body body = new Body();
body.Position = position;
body.Rotation = rotation;
body.BodyType = bodyType;
AddAsync(body);
Body body = new Body
{
Position = position,
Rotation = rotation,
BodyType = bodyType
};
AddAsync(body, findNewContacts);
return body;
}
public Body CreateEdge(Vector2 start, Vector2 end)
public Body CreateEdge(Vector2 start, Vector2 end, BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All, bool findNewContacts = true)
{
Body body = CreateBody();
body.CreateEdge(start, end);
Body body = CreateBody(bodyType: bodyType, findNewContacts: findNewContacts);
body.CreateEdge(start, end, collisionCategory, collidesWith);
return body;
}
public Body CreateChainShape(Vertices vertices, Vector2 position = new Vector2())
public Body CreateChainShape(Vertices vertices, Vector2 position = new Vector2(), Category collisionCategory = Category.Cat1, Category collidesWith = Category.All, bool findNewContacts = true)
{
Body body = CreateBody(position);
body.CreateChainShape(vertices);
Body body = CreateBody(position, findNewContacts: findNewContacts);
body.CreateChainShape(vertices, collisionCategory, collidesWith);
return body;
}
public Body CreateLoopShape(Vertices vertices, Vector2 position = new Vector2())
public Body CreateLoopShape(Vertices vertices, Vector2 position = new Vector2(), Category collisionCategory = Category.Cat1, Category collidesWith = Category.All, bool findNewContacts = true)
{
Body body = CreateBody(position);
body.CreateLoopShape(vertices);
Body body = CreateBody(position, findNewContacts: findNewContacts);
body.CreateLoopShape(vertices, collisionCategory, collidesWith);
return body;
}
public Body CreateRectangle(float width, float height, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
public Body CreateRectangle(float width, float height, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All, bool findNewContacts = true)
{
if (width <= 0)
throw new ArgumentOutOfRangeException("width", "Width must be more than 0 meters");
@@ -61,44 +60,44 @@ namespace FarseerPhysics.Dynamics
if (height <= 0)
throw new ArgumentOutOfRangeException("height", "Height must be more than 0 meters");
Body body = CreateBody(position, rotation, bodyType);
Body body = CreateBody(position, rotation, bodyType, findNewContacts);
Vertices rectangleVertices = PolygonTools.CreateRectangle(width / 2, height / 2);
body.CreatePolygon(rectangleVertices, density);
body.CreatePolygon(rectangleVertices, density, collisionCategory, collidesWith);
return body;
}
public Body CreateCircle(float radius, float density, Vector2 position = new Vector2(), BodyType bodyType = BodyType.Static)
public Body CreateCircle(float radius, float density, Vector2 position = new Vector2(), BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All, bool findNewContacts = true)
{
Body body = CreateBody(position, 0, bodyType);
body.CreateCircle(radius, density);
Body body = CreateBody(position, 0, bodyType, findNewContacts);
body.CreateCircle(radius, density, collisionCategory, collidesWith);
return body;
}
public Body CreateEllipse(float xRadius, float yRadius, int edges, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
public Body CreateEllipse(float xRadius, float yRadius, int edges, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All, bool findNewContacts = true)
{
Body body = CreateBody(position, rotation, bodyType);
body.CreateEllipse(xRadius, yRadius, edges, density);
Body body = CreateBody(position, rotation, bodyType, findNewContacts);
body.CreateEllipse(xRadius, yRadius, edges, density, collisionCategory, collidesWith);
return body;
}
public Body CreatePolygon(Vertices vertices, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
public Body CreatePolygon(Vertices vertices, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All, bool findNewContacts = true)
{
Body body = CreateBody(position, rotation, bodyType);
body.CreatePolygon(vertices, density);
Body body = CreateBody(position, rotation, bodyType, findNewContacts);
body.CreatePolygon(vertices, density, collisionCategory, collidesWith);
return body;
}
public Body CreateCompoundPolygon(List<Vertices> list, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
public Body CreateCompoundPolygon(List<Vertices> list, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All, bool findNewContacts = true)
{
//We create a single body
Body body = CreateBody(position, rotation, bodyType);
body.CreateCompoundPolygon(list, density);
Body body = CreateBody(position, rotation, bodyType, findNewContacts);
body.CreateCompoundPolygon(list, density, collisionCategory, collidesWith);
return body;
}
public Body CreateGear(float radius, int numberOfTeeth, float tipPercentage, float toothHeight, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
public Body CreateGear(float radius, int numberOfTeeth, float tipPercentage, float toothHeight, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All)
{
Vertices gearPolygon = PolygonTools.CreateGear(radius, numberOfTeeth, tipPercentage, toothHeight);
@@ -108,13 +107,13 @@ namespace FarseerPhysics.Dynamics
//Decompose the gear:
List<Vertices> list = Triangulate.ConvexPartition(gearPolygon, TriangulationAlgorithm.Earclip);
return CreateCompoundPolygon(list, density, position, rotation, bodyType);
return CreateCompoundPolygon(list, density, position, rotation, bodyType, collisionCategory, collidesWith);
}
return CreatePolygon(gearPolygon, density, position, rotation, bodyType);
return CreatePolygon(gearPolygon, density, position, rotation, bodyType, collisionCategory, collidesWith);
}
public Body CreateCapsule(float height, float topRadius, int topEdges, float bottomRadius, int bottomEdges, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
public Body CreateCapsule(float height, float topRadius, int topEdges, float bottomRadius, int bottomEdges, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All, bool findNewContacts = true)
{
Vertices verts = PolygonTools.CreateCapsule(height, topRadius, topEdges, bottomRadius, bottomEdges);
@@ -122,23 +121,25 @@ namespace FarseerPhysics.Dynamics
if (verts.Count >= Settings.MaxPolygonVertices)
{
List<Vertices> vertList = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Earclip);
return CreateCompoundPolygon(vertList, density, position, rotation, bodyType);
return CreateCompoundPolygon(vertList, density, position, rotation, bodyType, collisionCategory, collidesWith, findNewContacts);
}
return CreatePolygon(verts, density, position, rotation, bodyType);
return CreatePolygon(verts, density, position, rotation, bodyType, collisionCategory, collidesWith, findNewContacts);
}
public Body CreateCapsuleHorizontal(float width, float endRadius, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
public Body CreateCapsuleHorizontal(float width, float endRadius, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All, bool findNewContacts = true)
{
//Create the middle rectangle
Vertices rectangle = PolygonTools.CreateRectangle(width / 2, endRadius);
List<Vertices> list = new List<Vertices>();
list.Add(rectangle);
List<Vertices> list = new List<Vertices>
{
rectangle
};
Body body = CreateCompoundPolygon(list, density, position, rotation, bodyType);
body.CreateCircle(endRadius, density, new Vector2(width / 2, 0));
body.CreateCircle(endRadius, density, new Vector2(-width / 2, 0));
Body body = CreateCompoundPolygon(list, density, position, rotation, bodyType, collisionCategory, collidesWith, findNewContacts);
body.CreateCircle(endRadius, density, new Vector2(width / 2, 0), collisionCategory, collidesWith);
body.CreateCircle(endRadius, density, new Vector2(-width / 2, 0), collisionCategory, collidesWith);
//Create the two circles
//CircleShape topCircle = new CircleShape(endRadius, density);
@@ -150,17 +151,19 @@ namespace FarseerPhysics.Dynamics
//body.CreateFixture(bottomCircle);
return body;
}
public Body CreateCapsule(float height, float endRadius, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
public Body CreateCapsule(float height, float endRadius, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All, bool findNewContacts = true)
{
//Create the middle rectangle
Vertices rectangle = PolygonTools.CreateRectangle(endRadius, height / 2);
List<Vertices> list = new List<Vertices>();
list.Add(rectangle);
List<Vertices> list = new List<Vertices>()
{
rectangle
};
Body body = CreateCompoundPolygon(list, density, position, rotation, bodyType);
body.CreateCircle(endRadius, density, new Vector2(0, height / 2));
body.CreateCircle(endRadius, density, new Vector2(0, -(height / 2)));
Body body = CreateCompoundPolygon(list, density, position, rotation, bodyType, collisionCategory, collidesWith, findNewContacts);
body.CreateCircle(endRadius, density, new Vector2(0, height / 2), collisionCategory, collidesWith);
body.CreateCircle(endRadius, density, new Vector2(0, -(height / 2)), collisionCategory, collidesWith);
//Create the two circles
//CircleShape topCircle = new CircleShape(endRadius, density);
@@ -173,7 +176,7 @@ namespace FarseerPhysics.Dynamics
return body;
}
public Body CreateRoundedRectangle(float width, float height, float xRadius, float yRadius, int segments, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
public Body CreateRoundedRectangle(float width, float height, float xRadius, float yRadius, int segments, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All)
{
Vertices verts = PolygonTools.CreateRoundedRectangle(width, height, xRadius, yRadius, segments);
@@ -181,23 +184,23 @@ namespace FarseerPhysics.Dynamics
if (verts.Count >= Settings.MaxPolygonVertices)
{
List<Vertices> vertList = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Earclip);
return CreateCompoundPolygon(vertList, density, position, rotation, bodyType);
return CreateCompoundPolygon(vertList, density, position, rotation, bodyType, collisionCategory, collidesWith);
}
return CreatePolygon(verts, density, position, rotation, bodyType);
return CreatePolygon(verts, density, position, rotation, bodyType, collisionCategory, collidesWith);
}
public Body CreateLineArc(float radians, int sides, float radius, bool closed = false, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
public Body CreateLineArc(float radians, int sides, float radius, bool closed = false, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All)
{
Body body = CreateBody(position, rotation, bodyType);
body.CreateLineArc(radians, sides, radius, closed);
body.CreateLineArc(radians, sides, radius, closed, collisionCategory, collidesWith);
return body;
}
public Body CreateSolidArc(float density, float radians, int sides, float radius, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
public Body CreateSolidArc(float density, float radians, int sides, float radius, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, Category collisionCategory = Category.Cat1, Category collidesWith = Category.All)
{
Body body = CreateBody(position, rotation, bodyType);
body.CreateSolidArc(density, radians, sides, radius);
body.CreateSolidArc(density, radians, sides, radius, collisionCategory, collidesWith);
return body;
}