Files
LuaCsForBarotraumaEP/Libraries/Farseer Physics Engine 3.5/DebugViewBase.cs
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00

165 lines
5.2 KiB
C#

/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*/
using System;
using FarseerPhysics.Common;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
namespace FarseerPhysics
{
[Flags]
public enum DebugViewFlags
{
/// <summary>
/// Draw shapes.
/// </summary>
Shape = (1 << 0),
/// <summary>
/// Draw joint connections.
/// </summary>
Joint = (1 << 1),
/// <summary>
/// Draw axis aligned bounding boxes.
/// </summary>
AABB = (1 << 2),
/// <summary>
/// Draw broad-phase pairs.
/// </summary>
//Pair = (1 << 3),
/// <summary>
/// Draw center of mass frame.
/// </summary>
CenterOfMass = (1 << 4),
/// <summary>
/// Draw useful debug data such as timings and number of bodies, joints, contacts and more.
/// </summary>
DebugPanel = (1 << 5),
/// <summary>
/// Draw contact points between colliding bodies.
/// </summary>
ContactPoints = (1 << 6),
/// <summary>
/// Draw contact normals. Need ContactPoints to be enabled first.
/// </summary>
ContactNormals = (1 << 7),
/// <summary>
/// Draws the vertices of polygons.
/// </summary>
PolygonPoints = (1 << 8),
/// <summary>
/// Draws the performance graph.
/// </summary>
PerformanceGraph = (1 << 9),
/// <summary>
/// Draws controllers.
/// </summary>
Controllers = (1 << 10)
}
/// Implement and register this class with a World to provide debug drawing of physics
/// entities in your game.
public abstract class DebugViewBase
{
protected DebugViewBase(World world)
{
World = world;
}
protected World World { get; private set; }
/// <summary>
/// Gets or sets the debug view flags.
/// </summary>
/// <value>The flags.</value>
public DebugViewFlags Flags { get; set; }
/// <summary>
/// Append flags to the current flags.
/// </summary>
/// <param name="flags">The flags.</param>
public void AppendFlags(DebugViewFlags flags)
{
Flags |= flags;
}
/// <summary>
/// Remove flags from the current flags.
/// </summary>
/// <param name="flags">The flags.</param>
public void RemoveFlags(DebugViewFlags flags)
{
Flags &= ~flags;
}
/// <summary>
/// Draw a closed polygon provided in CCW order.
/// </summary>
/// <param name="vertices">The vertices.</param>
/// <param name="count">The vertex count.</param>
/// <param name="red">The red value.</param>
/// <param name="blue">The blue value.</param>
/// <param name="green">The green value.</param>
public abstract void DrawPolygon(Vector2[] vertices, int count, float red, float blue, float green, bool closed = true);
/// <summary>
/// Draw a solid closed polygon provided in CCW order.
/// </summary>
/// <param name="vertices">The vertices.</param>
/// <param name="count">The vertex count.</param>
/// <param name="red">The red value.</param>
/// <param name="blue">The blue value.</param>
/// <param name="green">The green value.</param>
public abstract void DrawSolidPolygon(Vector2[] vertices, int count, float red, float blue, float green);
/// <summary>
/// Draw a circle.
/// </summary>
/// <param name="center">The center.</param>
/// <param name="radius">The radius.</param>
/// <param name="red">The red value.</param>
/// <param name="blue">The blue value.</param>
/// <param name="green">The green value.</param>
public abstract void DrawCircle(Vector2 center, float radius, float red, float blue, float green);
/// <summary>
/// Draw a solid circle.
/// </summary>
/// <param name="center">The center.</param>
/// <param name="radius">The radius.</param>
/// <param name="axis">The axis.</param>
/// <param name="red">The red value.</param>
/// <param name="blue">The blue value.</param>
/// <param name="green">The green value.</param>
public abstract void DrawSolidCircle(Vector2 center, float radius, Vector2 axis, float red, float blue,
float green);
/// <summary>
/// Draw a line segment.
/// </summary>
/// <param name="start">The start.</param>
/// <param name="end">The end.</param>
/// <param name="red">The red value.</param>
/// <param name="blue">The blue value.</param>
/// <param name="green">The green value.</param>
public abstract void DrawSegment(Vector2 start, Vector2 end, float red, float blue, float green);
/// <summary>
/// Draw a transform. Choose your own length scale.
/// </summary>
/// <param name="transform">The transform.</param>
public abstract void DrawTransform(ref Transform transform);
}
}