304 lines
13 KiB
C#
304 lines
13 KiB
C#
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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public static Body CreateCapsuleHorizontal(World world, float width, 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(width / 2, endRadius);
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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(width / 2, 0);
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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(-(width / 2), 0);
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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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} |