Files
LuaCsForBarotraumaEP/Farseer Physics Engine 3.5/Factories/LinkFactory.cs

64 lines
2.8 KiB
C#

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);
}
}
}