Files
LuaCsForBarotraumaEP/Libraries/Farseer Physics Engine 3.5/Dynamics/World.Factory.cs
2020-03-04 13:04:10 +01:00

260 lines
11 KiB
C#

// Copyright (c) 2017 Kastellanos Nikolaos
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Common;
using FarseerPhysics.Common.Decomposition;
using FarseerPhysics.Dynamics.Joints;
namespace FarseerPhysics.Dynamics
{
public partial class World
{
public virtual Body CreateBody(Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
{
Body body = new Body();
body.Position = position;
body.Rotation = rotation;
body.BodyType = bodyType;
AddAsync(body);
return body;
}
public Body CreateEdge(Vector2 start, Vector2 end)
{
Body body = CreateBody();
body.CreateEdge(start, end);
return body;
}
public Body CreateChainShape(Vertices vertices, Vector2 position = new Vector2())
{
Body body = CreateBody(position);
body.CreateChainShape(vertices);
return body;
}
public Body CreateLoopShape(Vertices vertices, Vector2 position = new Vector2())
{
Body body = CreateBody(position);
body.CreateLoopShape(vertices);
return body;
}
public Body CreateRectangle(float width, float height, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
{
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 body = CreateBody(position, rotation, bodyType);
Vertices rectangleVertices = PolygonTools.CreateRectangle(width / 2, height / 2);
body.CreatePolygon(rectangleVertices, density);
return body;
}
public Body CreateCircle(float radius, float density, Vector2 position = new Vector2(), BodyType bodyType = BodyType.Static)
{
Body body = CreateBody(position, 0, bodyType);
body.CreateCircle(radius, density);
return body;
}
public Body CreateEllipse(float xRadius, float yRadius, int edges, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
{
Body body = CreateBody(position, rotation, bodyType);
body.CreateEllipse(xRadius, yRadius, edges, density);
return body;
}
public Body CreatePolygon(Vertices vertices, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
{
Body body = CreateBody(position, rotation, bodyType);
body.CreatePolygon(vertices, density);
return body;
}
public Body CreateCompoundPolygon(List<Vertices> list, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
{
//We create a single body
Body body = CreateBody(position, rotation, bodyType);
body.CreateCompoundPolygon(list, density);
return body;
}
public Body CreateGear(float radius, int numberOfTeeth, float tipPercentage, float toothHeight, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
{
Vertices gearPolygon = PolygonTools.CreateGear(radius, numberOfTeeth, tipPercentage, toothHeight);
//Gears can in some cases be convex
if (!gearPolygon.IsConvex())
{
//Decompose the gear:
List<Vertices> list = Triangulate.ConvexPartition(gearPolygon, TriangulationAlgorithm.Earclip);
return CreateCompoundPolygon(list, density, position, rotation, bodyType);
}
return CreatePolygon(gearPolygon, density, position, rotation, bodyType);
}
public Body CreateCapsule(float height, float topRadius, int topEdges, float bottomRadius, int bottomEdges, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
{
Vertices verts = PolygonTools.CreateCapsule(height, topRadius, topEdges, bottomRadius, bottomEdges);
//There are too many vertices in the capsule. We decompose it.
if (verts.Count >= Settings.MaxPolygonVertices)
{
List<Vertices> vertList = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Earclip);
return CreateCompoundPolygon(vertList, density, position, rotation, bodyType);
}
return CreatePolygon(verts, density, position, rotation, bodyType);
}
public Body CreateCapsuleHorizontal(float width, float endRadius, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
{
//Create the middle rectangle
Vertices rectangle = PolygonTools.CreateRectangle(width / 2, endRadius);
List<Vertices> list = new List<Vertices>();
list.Add(rectangle);
Body body = CreateCompoundPolygon(list, density, position, rotation, bodyType);
body.CreateCircle(endRadius, density, new Vector2(width / 2, 0));
body.CreateCircle(endRadius, density, new Vector2(-width / 2, 0));
//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 Body CreateCapsule(float height, float endRadius, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
{
//Create the middle rectangle
Vertices rectangle = PolygonTools.CreateRectangle(endRadius, height / 2);
List<Vertices> list = new List<Vertices>();
list.Add(rectangle);
Body body = CreateCompoundPolygon(list, density, position, rotation, bodyType);
body.CreateCircle(endRadius, density, new Vector2(0, height / 2));
body.CreateCircle(endRadius, density, new Vector2(0, -(height / 2)));
//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 Body CreateRoundedRectangle(float width, float height, float xRadius, float yRadius, int segments, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
{
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<Vertices> vertList = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Earclip);
return CreateCompoundPolygon(vertList, density, position, rotation, bodyType);
}
return CreatePolygon(verts, density, position, rotation, bodyType);
}
public Body CreateLineArc(float radians, int sides, float radius, bool closed = false, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
{
Body body = CreateBody(position, rotation, bodyType);
body.CreateLineArc(radians, sides, radius, closed);
return body;
}
public Body CreateSolidArc(float density, float radians, int sides, float radius, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static)
{
Body body = CreateBody(position, rotation, bodyType);
body.CreateSolidArc(density, radians, sides, radius);
return body;
}
/// <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 Path CreateChain(Vector2 start, Vector2 end, float linkWidth, float linkHeight, int numberOfLinks, float linkDensity, bool attachRopeJoint)
{
System.Diagnostics.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(this, path, shape, BodyType.Dynamic, numberOfLinks);
//TODO
//if (fixStart)
//{
// //Fix the first chainlink to the world
// JointFactory.CreateFixedRevoluteJoint(this, chainLinks[0], new Vector2(0, -(linkHeight / 2)),
// chainLinks[0].Position);
//}
//if (fixEnd)
//{
// //Fix the last chainlink to the world
// JointFactory.CreateFixedRevoluteJoint(this, 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(this, chainLinks, new Vector2(0, -linkHeight), new Vector2(0, linkHeight), false, false);
if (attachRopeJoint)
JointFactory.CreateRopeJoint(this, chainLinks[0], chainLinks[chainLinks.Count - 1], Vector2.Zero, Vector2.Zero);
return path;
}
}
}