Files
LuaCsForBarotraumaEP/Libraries/Farseer Physics Engine 3.5/Common/PhysicsLogic/BreakableBody.cs
Markus Isberg 7547a9b78a Build 0.18.0.0
2022-05-13 00:55:52 +09:00

178 lines
6.1 KiB
C#

/* 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.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Common.Decomposition;
namespace FarseerPhysics.Common.PhysicsLogic
{
/// <summary>
/// A type of body that supports multiple fixtures that can break apart.
/// </summary>
public class BreakableBody
{
public enum BreakableBodyState
{
Unbroken,
ShouldBreak,
Broken,
}
private float[] _angularVelocitiesCache = new float[8];
private Vector2[] _velocitiesCache = new Vector2[8];
public List<Fixture> Parts = new List<Fixture>(8);
public World World { get; private set; }
public Body MainBody { get; private set; }
/// <summary>
/// The force needed to break the body apart.
/// Default: 500
/// </summary>
public float Strength = 500.0f;
public BreakableBodyState State { get; private set; }
private BreakableBody(World world)
{
World = world;
World.ContactManager.PostSolve += PostSolve;
State = BreakableBodyState.Unbroken;
}
public BreakableBody(World world, IEnumerable<Vertices> vertices, float density, Vector2 position = new Vector2(), float rotation = 0) : this(world)
{
MainBody = World.CreateBody(position, rotation, BodyType.Dynamic);
foreach (Vertices part in vertices)
{
PolygonShape polygonShape = new PolygonShape(part, density);
Fixture fixture = MainBody.CreateFixture(polygonShape, Category.Cat1, Category.All);
Parts.Add(fixture);
}
}
public BreakableBody(World world, IEnumerable<Shape> shapes, Vector2 position = new Vector2(), float rotation = 0) : this(world)
{
MainBody = World.CreateBody(position, rotation, BodyType.Dynamic);
foreach (Shape part in shapes)
{
Fixture fixture = MainBody.CreateFixture(part, Category.Cat1, Category.All);
Parts.Add(fixture);
}
}
public BreakableBody(World world, Vertices vertices, float density, Vector2 position = new Vector2(), float rotation = 0) : this(world)
{
MainBody = World.CreateBody(position, rotation, BodyType.Dynamic);
//TODO: Implement a Voronoi diagram algorithm to split up the vertices
List<Vertices> triangles = Triangulate.ConvexPartition(vertices, TriangulationAlgorithm.Earclip);
foreach (Vertices part in triangles)
{
PolygonShape polygonShape = new PolygonShape(part, density);
Fixture fixture = MainBody.CreateFixture(polygonShape, Category.Cat1, Category.All);
Parts.Add(fixture);
}
}
private void PostSolve(Contact contact, ContactVelocityConstraint impulse)
{
if (State != BreakableBodyState.Broken)
{
if (Parts.Contains(contact.FixtureA) || Parts.Contains(contact.FixtureB))
{
float maxImpulse = 0.0f;
int count = contact.Manifold.PointCount;
for (int i = 0; i < count; ++i)
{
maxImpulse = Math.Max(maxImpulse, impulse.points[i].normalImpulse);
}
if (maxImpulse > Strength)
{
// Flag the body for breaking.
State = BreakableBodyState.ShouldBreak;
}
}
}
}
public void Update()
{
switch (State)
{
case BreakableBodyState.Unbroken:
CacheVelocities();
break;
case BreakableBodyState.ShouldBreak:
Decompose();
break;
}
}
// Cache velocities to improve movement on breakage.
private void CacheVelocities()
{
//Enlarge the cache if needed
if (Parts.Count > _angularVelocitiesCache.Length)
{
_velocitiesCache = new Vector2[Parts.Count];
_angularVelocitiesCache = new float[Parts.Count];
}
//Cache the linear and angular velocities.
for (int i = 0; i < Parts.Count; i++)
{
_velocitiesCache[i] = Parts[i].Body.LinearVelocity;
_angularVelocitiesCache[i] = Parts[i].Body.AngularVelocity;
}
}
private void Decompose()
{
if (State == BreakableBodyState.Broken)
throw new InvalidOperationException("BreakableBody is allready broken");
//Unsubsribe from the PostSolve delegate
World.ContactManager.PostSolve -= PostSolve;
for (int i = 0; i < Parts.Count; i++)
{
Fixture oldFixture = Parts[i];
Shape shape = oldFixture.Shape.Clone();
object fixtureTag = oldFixture.UserData;
MainBody.Remove(oldFixture);
Body body = World.CreateBody(MainBody.Position, MainBody.Rotation, BodyType.Dynamic);
body.UserData = MainBody.UserData;
Fixture newFixture = body.CreateFixture(shape, Category.Cat1, Category.All);
newFixture.UserData = fixtureTag;
Parts[i] = newFixture;
body.AngularVelocity = _angularVelocitiesCache[i];
body.LinearVelocity = _velocitiesCache[i];
}
World.Remove(MainBody);
State = BreakableBodyState.Broken;
}
}
}