154 lines
6.8 KiB
C#
154 lines
6.8 KiB
C#
/* Original source Farseer Physics Engine:
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* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
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* Microsoft Permissive License (Ms-PL) v1.1
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*/
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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.Dynamics
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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 partial class Body
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{
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/// <summary>
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/// Creates a fixture and attach it to this body.
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/// If the density is non-zero, this function automatically updates the mass of the body.
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/// Contacts are not created until the next time step.
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/// Warning: This method is locked during callbacks.
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/// </summary>
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/// <param name="shape">The shape.</param>
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/// <param name="userData">Application specific data</param>
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/// <returns></returns>
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public virtual Fixture CreateFixture(Shape shape, Category collisionCategory, Category collidesWith)
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{
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Fixture fixture = new Fixture(shape, collisionCategory, collidesWith);
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Add(fixture);
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return fixture;
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}
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public Fixture CreateEdge(Vector2 start, Vector2 end, Category collisionCategory, Category collidesWith)
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{
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EdgeShape edgeShape = new EdgeShape(start, end);
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return CreateFixture(edgeShape, collisionCategory, collidesWith);
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}
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public Fixture CreateChainShape(Vertices vertices, Category collisionCategory, Category collidesWith)
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{
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ChainShape shape = new ChainShape(vertices);
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return CreateFixture(shape, collisionCategory, collidesWith);
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}
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public Fixture CreateLoopShape(Vertices vertices, Category collisionCategory, Category collidesWith)
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{
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ChainShape shape = new ChainShape(vertices, true);
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return CreateFixture(shape, collisionCategory, collidesWith);
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}
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public Fixture CreateRectangle(float width, float height, float density, Vector2 offset, Category collisionCategory, Category collidesWith)
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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 CreateFixture(rectangleShape, collisionCategory, collidesWith);
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}
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public Fixture CreateRectangle(float width, float height, float density, float rotation, Vector2 offset, Category collisionCategory, Category collidesWith)
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{
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Vertices rectangleVertices = PolygonTools.CreateRectangle(width / 2, height / 2, Vector2.Zero, rotation);
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rectangleVertices.Translate(ref offset);
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PolygonShape rectangleShape = new PolygonShape(rectangleVertices, density);
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return CreateFixture(rectangleShape, collisionCategory, collidesWith);
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}
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public Fixture CreateCircle(float radius, float density, Category collisionCategory, Category collidesWith)
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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 CreateFixture(circleShape, collisionCategory, collidesWith);
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}
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public Fixture CreateCircle(float radius, float density, Vector2 offset, Category collisionCategory, Category collidesWith)
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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 CreateFixture(circleShape, collisionCategory, collidesWith);
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}
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public Fixture CreatePolygon(Vertices vertices, float density, Category collisionCategory, Category collidesWith)
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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 CreateFixture(polygon, collisionCategory, collidesWith);
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}
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public Fixture CreateEllipse(float xRadius, float yRadius, int edges, float density, Category collisionCategory, Category collidesWith)
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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 CreateFixture(polygonShape, collisionCategory, collidesWith);
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}
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public List<Fixture> CreateCompoundPolygon(List<Vertices> list, float density, Category collisionCategory, Category collidesWith)
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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(CreateFixture(shape, collisionCategory, collidesWith));
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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(CreateFixture(shape, collisionCategory, collidesWith));
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}
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}
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return res;
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}
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public Fixture CreateLineArc(float radians, int sides, float radius, bool closed, Category collisionCategory, Category collidesWith)
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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);
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return closed ? CreateLoopShape(arc, collisionCategory, collidesWith) : CreateChainShape(arc, collisionCategory, collidesWith);
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}
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public List<Fixture> CreateSolidArc(float density, float radians, int sides, float radius, Category collisionCategory, Category collidesWith)
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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);
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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 CreateCompoundPolygon(triangles, density, collisionCategory, collidesWith);
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}
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}
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} |