Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
This commit is contained in:
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using System;
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using System.Collections.Generic;
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using FarseerPhysics.Collision.Shapes;
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using FarseerPhysics.Common;
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using FarseerPhysics.Common.Decomposition;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Factories
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{
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public static class BodyFactory
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{
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public static Body CreateBody(World world, object userData = null)
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{
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Body body = new Body(world, null, 0, userData);
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return body;
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}
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public static Body CreateBody(World world, Vector2 position, float rotation = 0, object userData = null)
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{
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Body body = new Body(world, position, rotation, userData);
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return body;
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}
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public static Body CreateEdge(World world, Vector2 start, Vector2 end, object userData = null)
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{
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Body body = CreateBody(world);
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FixtureFactory.AttachEdge(start, end, body, userData);
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return body;
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}
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public static Body CreateChainShape(World world, Vertices vertices, object userData = null)
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{
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return CreateChainShape(world, vertices, Vector2.Zero, userData);
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}
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public static Body CreateChainShape(World world, Vertices vertices, Vector2 position, object userData = null)
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{
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Body body = CreateBody(world, position);
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FixtureFactory.AttachChainShape(vertices, body, userData);
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return body;
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}
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public static Body CreateLoopShape(World world, Vertices vertices, object userData = null)
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{
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return CreateLoopShape(world, vertices, Vector2.Zero, userData);
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}
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public static Body CreateLoopShape(World world, Vertices vertices, Vector2 position, object userData = null)
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{
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Body body = CreateBody(world, position);
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FixtureFactory.AttachLoopShape(vertices, body, userData);
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return body;
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}
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public static Body CreateRectangle(World world, float width, float height, float density, object userData = null)
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{
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return CreateRectangle(world, width, height, density, Vector2.Zero, userData);
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}
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public static Body CreateRectangle(World world, float width, float height, float density, Vector2 position, object userData = null)
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{
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if (width <= 0)
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throw new ArgumentOutOfRangeException("width", "Width must be more than 0 meters");
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if (height <= 0)
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throw new ArgumentOutOfRangeException("height", "Height must be more than 0 meters");
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Body newBody = CreateBody(world, position);
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newBody.UserData = userData;
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Vertices rectangleVertices = PolygonTools.CreateRectangle(width / 2, height / 2);
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PolygonShape rectangleShape = new PolygonShape(rectangleVertices, density);
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newBody.CreateFixture(rectangleShape);
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return newBody;
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}
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public static Body CreateCircle(World world, float radius, float density, object userData = null)
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{
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return CreateCircle(world, radius, density, Vector2.Zero, userData);
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}
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public static Body CreateCircle(World world, float radius, float density, Vector2 position, object userData = null)
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{
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Body body = CreateBody(world, position);
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FixtureFactory.AttachCircle(radius, density, body, userData);
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return body;
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}
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public static Body CreateEllipse(World world, float xRadius, float yRadius, int edges, float density, object userData = null)
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{
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return CreateEllipse(world, xRadius, yRadius, edges, density, Vector2.Zero, userData);
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}
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public static Body CreateEllipse(World world, float xRadius, float yRadius, int edges, float density,
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Vector2 position, object userData = null)
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{
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Body body = CreateBody(world, position);
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FixtureFactory.AttachEllipse(xRadius, yRadius, edges, density, body, userData);
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return body;
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}
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public static Body CreatePolygon(World world, Vertices vertices, float density, object userData = null)
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{
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return CreatePolygon(world, vertices, density, Vector2.Zero, userData);
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}
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public static Body CreatePolygon(World world, Vertices vertices, float density, Vector2 position, object userData = null)
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{
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Body body = CreateBody(world, position);
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FixtureFactory.AttachPolygon(vertices, density, body, userData);
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return body;
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}
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public static Body CreateCompoundPolygon(World world, List<Vertices> list, float density, object userData = null)
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{
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return CreateCompoundPolygon(world, list, density, Vector2.Zero, userData);
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}
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public static Body CreateCompoundPolygon(World world, List<Vertices> list, float density, Vector2 position, object userData = null)
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{
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//We create a single body
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Body polygonBody = CreateBody(world, position);
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FixtureFactory.AttachCompoundPolygon(list, density, polygonBody, userData);
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return polygonBody;
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}
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public static Body CreateGear(World world, float radius, int numberOfTeeth, float tipPercentage, float toothHeight, float density, object userData = null)
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{
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Vertices gearPolygon = PolygonTools.CreateGear(radius, numberOfTeeth, tipPercentage, toothHeight);
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//Gears can in some cases be convex
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if (!gearPolygon.IsConvex())
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{
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//Decompose the gear:
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List<Vertices> list = Triangulate.ConvexPartition(gearPolygon, TriangulationAlgorithm.Earclip);
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return CreateCompoundPolygon(world, list, density, userData);
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}
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return CreatePolygon(world, gearPolygon, density, userData);
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}
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/// <summary>
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/// Creates a capsule.
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/// Note: Automatically decomposes the capsule if it contains too many vertices (controlled by Settings.MaxPolygonVertices)
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/// </summary>
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/// <returns></returns>
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public static Body CreateCapsule(World world, float height, float topRadius, int topEdges, float bottomRadius, int bottomEdges, float density, Vector2 position, object userData = null)
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{
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Vertices verts = PolygonTools.CreateCapsule(height, topRadius, topEdges, bottomRadius, bottomEdges);
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Body body;
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//There are too many vertices in the capsule. We decompose it.
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if (verts.Count >= Settings.MaxPolygonVertices)
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{
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List<Vertices> vertList = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Earclip);
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body = CreateCompoundPolygon(world, vertList, density, userData);
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body.Position = position;
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return body;
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}
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body = CreatePolygon(world, verts, density, userData);
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body.Position = position;
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return body;
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}
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public static Body CreateCapsule(World world, float height, float endRadius, float density,
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object userData = null)
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{
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//Create the middle rectangle
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Vertices rectangle = PolygonTools.CreateRectangle(endRadius, height / 2);
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List<Vertices> list = new List<Vertices>();
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list.Add(rectangle);
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Body body = CreateCompoundPolygon(world, list, density, userData);
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body.UserData = userData;
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//Create the two circles
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CircleShape topCircle = new CircleShape(endRadius, density);
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topCircle.Position = new Vector2(0, height / 2);
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body.CreateFixture(topCircle);
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CircleShape bottomCircle = new CircleShape(endRadius, density);
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bottomCircle.Position = new Vector2(0, -(height / 2));
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body.CreateFixture(bottomCircle);
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return body;
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}
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/// <summary>
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/// Creates a rounded rectangle.
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/// Note: Automatically decomposes the capsule if it contains too many vertices (controlled by Settings.MaxPolygonVertices)
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/// </summary>
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/// <param name="world">The world.</param>
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/// <param name="width">The width.</param>
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/// <param name="height">The height.</param>
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/// <param name="xRadius">The x radius.</param>
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/// <param name="yRadius">The y radius.</param>
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/// <param name="segments">The segments.</param>
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/// <param name="density">The density.</param>
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/// <param name="position">The position.</param>
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/// <returns></returns>
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public static Body CreateRoundedRectangle(World world, float width, float height, float xRadius, float yRadius, int segments, float density, Vector2 position, object userData = null)
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{
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Vertices verts = PolygonTools.CreateRoundedRectangle(width, height, xRadius, yRadius, segments);
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//There are too many vertices in the capsule. We decompose it.
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if (verts.Count >= Settings.MaxPolygonVertices)
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{
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List<Vertices> vertList = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Earclip);
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Body body = CreateCompoundPolygon(world, vertList, density, userData);
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body.Position = position;
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return body;
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}
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return CreatePolygon(world, verts, density);
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}
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public static Body CreateRoundedRectangle(World world, float width, float height, float xRadius, float yRadius, int segments, float density, object userData = null)
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{
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return CreateRoundedRectangle(world, width, height, xRadius, yRadius, segments, density, Vector2.Zero, userData);
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}
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public static BreakableBody CreateBreakableBody(World world, Vertices vertices, float density)
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{
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return CreateBreakableBody(world, vertices, density, Vector2.Zero);
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}
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public static BreakableBody CreateBreakableBody(World world, IEnumerable<Shape> shapes)
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{
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return CreateBreakableBody(world, shapes, Vector2.Zero);
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}
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/// <summary>
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/// Creates a breakable body. You would want to remove collinear points before using this.
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/// </summary>
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/// <param name="world">The world.</param>
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/// <param name="vertices">The vertices.</param>
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/// <param name="density">The density.</param>
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/// <param name="position">The position.</param>
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/// <returns></returns>
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public static BreakableBody CreateBreakableBody(World world, Vertices vertices, float density, Vector2 position)
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{
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List<Vertices> triangles = Triangulate.ConvexPartition(vertices, TriangulationAlgorithm.Earclip);
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BreakableBody breakableBody = new BreakableBody(triangles, world, density);
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breakableBody.MainBody.Position = position;
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world.AddBreakableBody(breakableBody);
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return breakableBody;
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}
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public static BreakableBody CreateBreakableBody(World world, IEnumerable<Shape> shapes, Vector2 position)
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{
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BreakableBody breakableBody = new BreakableBody(shapes, world);
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breakableBody.MainBody.Position = position;
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world.AddBreakableBody(breakableBody);
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return breakableBody;
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}
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public static Body CreateLineArc(World world, float radians, int sides, float radius, Vector2 position, float angle, bool closed)
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{
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Body body = CreateBody(world);
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FixtureFactory.AttachLineArc(radians, sides, radius, position, angle, closed, body);
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return body;
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}
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public static Body CreateSolidArc(World world, float density, float radians, int sides, float radius, Vector2 position, float angle)
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{
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Body body = CreateBody(world);
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FixtureFactory.AttachSolidArc(density, radians, sides, radius, position, angle, body);
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return body;
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}
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}
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}
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@@ -0,0 +1,129 @@
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using System;
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using System.Collections.Generic;
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using FarseerPhysics.Collision.Shapes;
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using FarseerPhysics.Common;
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using FarseerPhysics.Common.Decomposition;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Factories
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{
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/// <summary>
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/// An easy to use factory for creating bodies
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/// </summary>
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public static class FixtureFactory
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{
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public static Fixture AttachEdge(Vector2 start, Vector2 end, Body body, object userData = null)
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{
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EdgeShape edgeShape = new EdgeShape(start, end);
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return body.CreateFixture(edgeShape, userData);
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}
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public static Fixture AttachChainShape(Vertices vertices, Body body, object userData = null)
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{
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ChainShape shape = new ChainShape(vertices);
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return body.CreateFixture(shape, userData);
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}
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public static Fixture AttachLoopShape(Vertices vertices, Body body, object userData = null)
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{
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ChainShape shape = new ChainShape(vertices, true);
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return body.CreateFixture(shape, userData);
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}
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public static Fixture AttachRectangle(float width, float height, float density, Vector2 offset, Body body, object userData = null)
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{
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Vertices rectangleVertices = PolygonTools.CreateRectangle(width / 2, height / 2);
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rectangleVertices.Translate(ref offset);
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PolygonShape rectangleShape = new PolygonShape(rectangleVertices, density);
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return body.CreateFixture(rectangleShape, userData);
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}
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public static Fixture AttachCircle(float radius, float density, Body body, object userData = null)
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{
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if (radius <= 0)
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throw new ArgumentOutOfRangeException("radius", "Radius must be more than 0 meters");
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CircleShape circleShape = new CircleShape(radius, density);
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return body.CreateFixture(circleShape, userData);
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}
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public static Fixture AttachCircle(float radius, float density, Body body, Vector2 offset, object userData = null)
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{
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if (radius <= 0)
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throw new ArgumentOutOfRangeException("radius", "Radius must be more than 0 meters");
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CircleShape circleShape = new CircleShape(radius, density);
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circleShape.Position = offset;
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return body.CreateFixture(circleShape, userData);
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}
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public static Fixture AttachPolygon(Vertices vertices, float density, Body body, object userData = null)
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{
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if (vertices.Count <= 1)
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throw new ArgumentOutOfRangeException("vertices", "Too few points to be a polygon");
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PolygonShape polygon = new PolygonShape(vertices, density);
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return body.CreateFixture(polygon, userData);
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}
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public static Fixture AttachEllipse(float xRadius, float yRadius, int edges, float density, Body body, object userData = null)
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{
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if (xRadius <= 0)
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throw new ArgumentOutOfRangeException("xRadius", "X-radius must be more than 0");
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if (yRadius <= 0)
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throw new ArgumentOutOfRangeException("yRadius", "Y-radius must be more than 0");
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Vertices ellipseVertices = PolygonTools.CreateEllipse(xRadius, yRadius, edges);
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PolygonShape polygonShape = new PolygonShape(ellipseVertices, density);
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return body.CreateFixture(polygonShape, userData);
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}
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public static List<Fixture> AttachCompoundPolygon(List<Vertices> list, float density, Body body, object userData = null)
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{
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List<Fixture> res = new List<Fixture>(list.Count);
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//Then we create several fixtures using the body
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foreach (Vertices vertices in list)
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{
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if (vertices.Count == 2)
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{
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EdgeShape shape = new EdgeShape(vertices[0], vertices[1]);
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res.Add(body.CreateFixture(shape, userData));
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}
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else
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{
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PolygonShape shape = new PolygonShape(vertices, density);
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res.Add(body.CreateFixture(shape, userData));
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}
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}
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return res;
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}
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public static Fixture AttachLineArc(float radians, int sides, float radius, Vector2 position, float angle, bool closed, Body body)
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{
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Vertices arc = PolygonTools.CreateArc(radians, sides, radius);
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arc.Rotate((MathHelper.Pi - radians) / 2 + angle);
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arc.Translate(ref position);
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return closed ? AttachLoopShape(arc, body) : AttachChainShape(arc, body);
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}
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public static List<Fixture> AttachSolidArc(float density, float radians, int sides, float radius, Vector2 position, float angle, Body body)
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{
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Vertices arc = PolygonTools.CreateArc(radians, sides, radius);
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arc.Rotate((MathHelper.Pi - radians) / 2 + angle);
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arc.Translate(ref position);
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//Close the arc
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arc.Add(arc[0]);
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List<Vertices> triangles = Triangulate.ConvexPartition(arc, TriangulationAlgorithm.Earclip);
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return AttachCompoundPolygon(triangles, density, body);
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}
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}
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}
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@@ -0,0 +1,168 @@
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Factories
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{
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/// <summary>
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/// An easy to use factory for using joints.
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/// </summary>
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public static class JointFactory
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{
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#region Motor Joint
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public static MotorJoint CreateMotorJoint(World world, Body bodyA, Body bodyB, bool useWorldCoordinates = false)
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{
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MotorJoint joint = new MotorJoint(bodyA, bodyB, useWorldCoordinates);
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world.AddJoint(joint);
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return joint;
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}
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#endregion
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#region Revolute Joint
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public static RevoluteJoint CreateRevoluteJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
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{
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RevoluteJoint joint = new RevoluteJoint(bodyA, bodyB, anchorA, anchorB, useWorldCoordinates);
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world.AddJoint(joint);
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return joint;
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}
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public static RevoluteJoint CreateRevoluteJoint(World world, Body bodyA, Body bodyB, Vector2 anchor)
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{
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Vector2 localanchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(anchor));
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RevoluteJoint joint = new RevoluteJoint(bodyA, bodyB, localanchorA, anchor);
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world.AddJoint(joint);
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return joint;
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}
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#endregion
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#region Rope Joint
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public static RopeJoint CreateRopeJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
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{
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RopeJoint ropeJoint = new RopeJoint(bodyA, bodyB, anchorA, anchorB, useWorldCoordinates);
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world.AddJoint(ropeJoint);
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return ropeJoint;
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}
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#endregion
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#region Weld Joint
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public static WeldJoint CreateWeldJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
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{
|
||||
WeldJoint weldJoint = new WeldJoint(bodyA, bodyB, anchorA, anchorB, useWorldCoordinates);
|
||||
world.AddJoint(weldJoint);
|
||||
return weldJoint;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Prismatic Joint
|
||||
|
||||
public static PrismaticJoint CreatePrismaticJoint(World world, Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false)
|
||||
{
|
||||
PrismaticJoint joint = new PrismaticJoint(bodyA, bodyB, anchor, axis, useWorldCoordinates);
|
||||
world.AddJoint(joint);
|
||||
return joint;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Wheel Joint
|
||||
|
||||
public static WheelJoint CreateWheelJoint(World world, Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis, bool useWorldCoordinates = false)
|
||||
{
|
||||
WheelJoint joint = new WheelJoint(bodyA, bodyB, anchor, axis, useWorldCoordinates);
|
||||
world.AddJoint(joint);
|
||||
return joint;
|
||||
}
|
||||
|
||||
public static WheelJoint CreateWheelJoint(World world, Body bodyA, Body bodyB, Vector2 axis)
|
||||
{
|
||||
return CreateWheelJoint(world, bodyA, bodyB, Vector2.Zero, axis);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Angle Joint
|
||||
|
||||
public static AngleJoint CreateAngleJoint(World world, Body bodyA, Body bodyB)
|
||||
{
|
||||
AngleJoint angleJoint = new AngleJoint(bodyA, bodyB);
|
||||
world.AddJoint(angleJoint);
|
||||
return angleJoint;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Distance Joint
|
||||
|
||||
public static DistanceJoint CreateDistanceJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
|
||||
{
|
||||
DistanceJoint distanceJoint = new DistanceJoint(bodyA, bodyB, anchorA, anchorB, useWorldCoordinates);
|
||||
world.AddJoint(distanceJoint);
|
||||
return distanceJoint;
|
||||
}
|
||||
|
||||
public static DistanceJoint CreateDistanceJoint(World world, Body bodyA, Body bodyB)
|
||||
{
|
||||
return CreateDistanceJoint(world, bodyA, bodyB, Vector2.Zero, Vector2.Zero);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Friction Joint
|
||||
|
||||
public static FrictionJoint CreateFrictionJoint(World world, Body bodyA, Body bodyB, Vector2 anchor, bool useWorldCoordinates = false)
|
||||
{
|
||||
FrictionJoint frictionJoint = new FrictionJoint(bodyA, bodyB, anchor, useWorldCoordinates);
|
||||
world.AddJoint(frictionJoint);
|
||||
return frictionJoint;
|
||||
}
|
||||
|
||||
public static FrictionJoint CreateFrictionJoint(World world, Body bodyA, Body bodyB)
|
||||
{
|
||||
return CreateFrictionJoint(world, bodyA, bodyB, Vector2.Zero);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Gear Joint
|
||||
|
||||
public static GearJoint CreateGearJoint(World world, Body bodyA, Body bodyB, Joint jointA, Joint jointB, float ratio)
|
||||
{
|
||||
GearJoint gearJoint = new GearJoint(bodyA, bodyB, jointA, jointB, ratio);
|
||||
world.AddJoint(gearJoint);
|
||||
return gearJoint;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Pulley Joint
|
||||
|
||||
public static PulleyJoint CreatePulleyJoint(World world, Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, Vector2 worldAnchorA, Vector2 worldAnchorB, float ratio, bool useWorldCoordinates = false)
|
||||
{
|
||||
PulleyJoint pulleyJoint = new PulleyJoint(bodyA, bodyB, anchorA, anchorB, worldAnchorA, worldAnchorB, ratio, useWorldCoordinates);
|
||||
world.AddJoint(pulleyJoint);
|
||||
return pulleyJoint;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region MouseJoint
|
||||
|
||||
public static FixedMouseJoint CreateFixedMouseJoint(World world, Body body, Vector2 worldAnchor)
|
||||
{
|
||||
FixedMouseJoint joint = new FixedMouseJoint(body, worldAnchor);
|
||||
world.AddJoint(joint);
|
||||
return joint;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using FarseerPhysics.Collision.Shapes;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Factories
|
||||
{
|
||||
public static class LinkFactory
|
||||
{
|
||||
/// <summary>
|
||||
/// Creates a chain.
|
||||
/// </summary>
|
||||
/// <param name="world">The world.</param>
|
||||
/// <param name="start">The start.</param>
|
||||
/// <param name="end">The end.</param>
|
||||
/// <param name="linkWidth">The width.</param>
|
||||
/// <param name="linkHeight">The height.</param>
|
||||
/// <param name="numberOfLinks">The number of links.</param>
|
||||
/// <param name="linkDensity">The link density.</param>
|
||||
/// <param name="attachRopeJoint">Creates a rope joint between start and end. This enforces the length of the rope. Said in another way: it makes the rope less bouncy.</param>
|
||||
/// <returns></returns>
|
||||
public static Path CreateChain(World world, Vector2 start, Vector2 end, float linkWidth, float linkHeight, int numberOfLinks, float linkDensity, bool attachRopeJoint)
|
||||
{
|
||||
Debug.Assert(numberOfLinks >= 2);
|
||||
|
||||
//Chain start / end
|
||||
Path path = new Path();
|
||||
path.Add(start);
|
||||
path.Add(end);
|
||||
|
||||
//A single chainlink
|
||||
PolygonShape shape = new PolygonShape(PolygonTools.CreateRectangle(linkWidth, linkHeight), linkDensity);
|
||||
|
||||
//Use PathManager to create all the chainlinks based on the chainlink created before.
|
||||
List<Body> chainLinks = PathManager.EvenlyDistributeShapesAlongPath(world, path, shape, BodyType.Dynamic, numberOfLinks);
|
||||
|
||||
//TODO
|
||||
//if (fixStart)
|
||||
//{
|
||||
// //Fix the first chainlink to the world
|
||||
// JointFactory.CreateFixedRevoluteJoint(world, chainLinks[0], new Vector2(0, -(linkHeight / 2)),
|
||||
// chainLinks[0].Position);
|
||||
//}
|
||||
|
||||
//if (fixEnd)
|
||||
//{
|
||||
// //Fix the last chainlink to the world
|
||||
// JointFactory.CreateFixedRevoluteJoint(world, chainLinks[chainLinks.Count - 1],
|
||||
// new Vector2(0, (linkHeight / 2)),
|
||||
// chainLinks[chainLinks.Count - 1].Position);
|
||||
//}
|
||||
|
||||
//Attach all the chainlinks together with a revolute joint
|
||||
PathManager.AttachBodiesWithRevoluteJoint(world, chainLinks, new Vector2(0, -linkHeight), new Vector2(0, linkHeight), false, false);
|
||||
|
||||
if (attachRopeJoint)
|
||||
JointFactory.CreateRopeJoint(world, chainLinks[0], chainLinks[chainLinks.Count - 1], Vector2.Zero, Vector2.Zero);
|
||||
|
||||
return (path);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user