using System; using System.Collections.Generic; using FarseerPhysics.Collision.Shapes; using FarseerPhysics.Common; using FarseerPhysics.Common.Decomposition; using FarseerPhysics.Dynamics; using Microsoft.Xna.Framework; namespace FarseerPhysics.Factories { public static class BodyFactory { public static Body CreateBody(World world, object userData = null) { Body body = new Body(world, null, 0, userData); return body; } public static Body CreateBody(World world, Vector2 position, float rotation = 0, object userData = null) { Body body = new Body(world, position, rotation, userData); return body; } public static Body CreateEdge(World world, Vector2 start, Vector2 end, object userData = null) { Body body = CreateBody(world); FixtureFactory.AttachEdge(start, end, body, userData); return body; } public static Body CreateChainShape(World world, Vertices vertices, object userData = null) { return CreateChainShape(world, vertices, Vector2.Zero, userData); } public static Body CreateChainShape(World world, Vertices vertices, Vector2 position, object userData = null) { Body body = CreateBody(world, position); FixtureFactory.AttachChainShape(vertices, body, userData); return body; } public static Body CreateLoopShape(World world, Vertices vertices, object userData = null) { return CreateLoopShape(world, vertices, Vector2.Zero, userData); } public static Body CreateLoopShape(World world, Vertices vertices, Vector2 position, object userData = null) { Body body = CreateBody(world, position); FixtureFactory.AttachLoopShape(vertices, body, userData); return body; } public static Body CreateRectangle(World world, float width, float height, float density, object userData = null) { return CreateRectangle(world, width, height, density, Vector2.Zero, userData); } public static Body CreateRectangle(World world, float width, float height, float density, Vector2 position, object userData = null) { if (width <= 0) throw new ArgumentOutOfRangeException("width", "Width must be more than 0 meters"); if (height <= 0) throw new ArgumentOutOfRangeException("height", "Height must be more than 0 meters"); Body newBody = CreateBody(world, position); newBody.UserData = userData; Vertices rectangleVertices = PolygonTools.CreateRectangle(width / 2, height / 2); PolygonShape rectangleShape = new PolygonShape(rectangleVertices, density); newBody.CreateFixture(rectangleShape); return newBody; } public static Body CreateCircle(World world, float radius, float density, object userData = null) { return CreateCircle(world, radius, density, Vector2.Zero, userData); } public static Body CreateCircle(World world, float radius, float density, Vector2 position, object userData = null) { Body body = CreateBody(world, position); FixtureFactory.AttachCircle(radius, density, body, userData); return body; } public static Body CreateEllipse(World world, float xRadius, float yRadius, int edges, float density, object userData = null) { return CreateEllipse(world, xRadius, yRadius, edges, density, Vector2.Zero, userData); } public static Body CreateEllipse(World world, float xRadius, float yRadius, int edges, float density, Vector2 position, object userData = null) { Body body = CreateBody(world, position); FixtureFactory.AttachEllipse(xRadius, yRadius, edges, density, body, userData); return body; } public static Body CreatePolygon(World world, Vertices vertices, float density, object userData = null) { return CreatePolygon(world, vertices, density, Vector2.Zero, userData); } public static Body CreatePolygon(World world, Vertices vertices, float density, Vector2 position, object userData = null) { Body body = CreateBody(world, position); FixtureFactory.AttachPolygon(vertices, density, body, userData); return body; } public static Body CreateCompoundPolygon(World world, List list, float density, object userData = null) { return CreateCompoundPolygon(world, list, density, Vector2.Zero, userData); } public static Body CreateCompoundPolygon(World world, List list, float density, Vector2 position, object userData = null) { //We create a single body Body polygonBody = CreateBody(world, position); FixtureFactory.AttachCompoundPolygon(list, density, polygonBody, userData); return polygonBody; } public static Body CreateGear(World world, float radius, int numberOfTeeth, float tipPercentage, float toothHeight, float density, object userData = null) { Vertices gearPolygon = PolygonTools.CreateGear(radius, numberOfTeeth, tipPercentage, toothHeight); //Gears can in some cases be convex if (!gearPolygon.IsConvex()) { //Decompose the gear: List list = Triangulate.ConvexPartition(gearPolygon, TriangulationAlgorithm.Earclip); return CreateCompoundPolygon(world, list, density, userData); } return CreatePolygon(world, gearPolygon, density, userData); } /// /// Creates a capsule. /// Note: Automatically decomposes the capsule if it contains too many vertices (controlled by Settings.MaxPolygonVertices) /// /// public static Body CreateCapsule(World world, float height, float topRadius, int topEdges, float bottomRadius, int bottomEdges, float density, Vector2 position, object userData = null) { Vertices verts = PolygonTools.CreateCapsule(height, topRadius, topEdges, bottomRadius, bottomEdges); Body body; //There are too many vertices in the capsule. We decompose it. if (verts.Count >= Settings.MaxPolygonVertices) { List vertList = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Earclip); body = CreateCompoundPolygon(world, vertList, density, userData); body.Position = position; return body; } body = CreatePolygon(world, verts, density, userData); body.Position = position; return body; } public static Body CreateCapsule(World world, float height, float endRadius, float density, object userData = null) { //Create the middle rectangle Vertices rectangle = PolygonTools.CreateRectangle(endRadius, height / 2); List list = new List(); list.Add(rectangle); Body body = CreateCompoundPolygon(world, list, density, userData); body.UserData = userData; //Create the two circles CircleShape topCircle = new CircleShape(endRadius, density); topCircle.Position = new Vector2(0, height / 2); body.CreateFixture(topCircle); CircleShape bottomCircle = new CircleShape(endRadius, density); bottomCircle.Position = new Vector2(0, -(height / 2)); body.CreateFixture(bottomCircle); return body; } public static Body CreateCapsuleHorizontal(World world, float width, float endRadius, float density, object userData = null) { //Create the middle rectangle Vertices rectangle = PolygonTools.CreateRectangle(width / 2, endRadius); List list = new List(); list.Add(rectangle); Body body = CreateCompoundPolygon(world, list, density, userData); body.UserData = userData; //Create the two circles CircleShape topCircle = new CircleShape(endRadius, density); topCircle.Position = new Vector2(width / 2, 0); body.CreateFixture(topCircle); CircleShape bottomCircle = new CircleShape(endRadius, density); bottomCircle.Position = new Vector2(-(width / 2), 0); body.CreateFixture(bottomCircle); return body; } /// /// Creates a rounded rectangle. /// Note: Automatically decomposes the capsule if it contains too many vertices (controlled by Settings.MaxPolygonVertices) /// /// The world. /// The width. /// The height. /// The x radius. /// The y radius. /// The segments. /// The density. /// The position. /// public static Body CreateRoundedRectangle(World world, float width, float height, float xRadius, float yRadius, int segments, float density, Vector2 position, object userData = null) { Vertices verts = PolygonTools.CreateRoundedRectangle(width, height, xRadius, yRadius, segments); //There are too many vertices in the capsule. We decompose it. if (verts.Count >= Settings.MaxPolygonVertices) { List vertList = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Earclip); Body body = CreateCompoundPolygon(world, vertList, density, userData); body.Position = position; return body; } return CreatePolygon(world, verts, density); } public static Body CreateRoundedRectangle(World world, float width, float height, float xRadius, float yRadius, int segments, float density, object userData = null) { return CreateRoundedRectangle(world, width, height, xRadius, yRadius, segments, density, Vector2.Zero, userData); } public static BreakableBody CreateBreakableBody(World world, Vertices vertices, float density) { return CreateBreakableBody(world, vertices, density, Vector2.Zero); } public static BreakableBody CreateBreakableBody(World world, IEnumerable shapes) { return CreateBreakableBody(world, shapes, Vector2.Zero); } /// /// Creates a breakable body. You would want to remove collinear points before using this. /// /// The world. /// The vertices. /// The density. /// The position. /// public static BreakableBody CreateBreakableBody(World world, Vertices vertices, float density, Vector2 position) { List triangles = Triangulate.ConvexPartition(vertices, TriangulationAlgorithm.Earclip); BreakableBody breakableBody = new BreakableBody(triangles, world, density); breakableBody.MainBody.Position = position; world.AddBreakableBody(breakableBody); return breakableBody; } public static BreakableBody CreateBreakableBody(World world, IEnumerable shapes, Vector2 position) { BreakableBody breakableBody = new BreakableBody(shapes, world); breakableBody.MainBody.Position = position; world.AddBreakableBody(breakableBody); return breakableBody; } public static Body CreateLineArc(World world, float radians, int sides, float radius, Vector2 position, float angle, bool closed) { Body body = CreateBody(world); FixtureFactory.AttachLineArc(radians, sides, radius, position, angle, closed, body); return body; } public static Body CreateSolidArc(World world, float density, float radians, int sides, float radius, Vector2 position, float angle) { Body body = CreateBody(world); FixtureFactory.AttachSolidArc(density, radians, sides, radius, position, angle, body); return body; } } }