public override PolygonContainer Process(List <RawBodyTemplate> input, ContentProcessorContext context)
        {
            if (ScaleFactor < 1)
            {
                throw new Exception("Pixel to meter ratio must be greater than zero.");
            }
            if (BezierIterations < 1)
            {
                throw new Exception("Cubic bézier iterations must be greater than zero.");
            }

            Matrix           matScale = Matrix.CreateScale(_scaleFactor, _scaleFactor, 1f);
            SVGPathParser    parser   = new SVGPathParser(_bezierIterations);
            PolygonContainer polygons = new PolygonContainer();

            foreach (RawBodyTemplate body in input)
            {
                foreach (RawFixtureTemplate fixture in body.Fixtures)
                {
                    List <Polygon> paths = parser.ParseSVGPath(fixture.Path, fixture.Transformation * matScale);
                    if (paths.Count == 1)
                    {
                        polygons.Add(fixture.Name, paths[0]);
                    }
                    else
                    {
                        for (int i = 0; i < paths.Count; i++)
                        {
                            polygons.Add(fixture.Name + i.ToString(), paths[i]);
                        }
                    }
                }
            }
            if (_decompose)
            {
                polygons.Decompose();
            }
            return(polygons);
        }
Beispiel #2
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        public override BodyContainer Process(List <RawBodyTemplate> input, ContentProcessorContext context)
        {
            if (ScaleFactor < 1)
            {
                throw new Exception("Pixel to meter ratio must be greater than zero.");
            }

            if (BezierIterations < 1)
            {
                throw new Exception("Cubic bézier iterations must be greater than zero.");
            }

            Matrix        matScale = Matrix.CreateScale(_scaleFactor, _scaleFactor, 1f);
            SVGPathParser parser   = new SVGPathParser(_bezierIterations);
            BodyContainer bodies   = new BodyContainer();

            foreach (RawBodyTemplate rawBody in input)
            {
                if (rawBody.Name == "importer_default_path_container")
                {
                    continue;
                }

                BodyTemplate currentBody = new BodyTemplate();
                currentBody.Mass     = rawBody.Mass;
                currentBody.BodyType = rawBody.BodyType;
                foreach (RawFixtureTemplate rawFixture in rawBody.Fixtures)
                {
                    List <Polygon> paths = parser.ParseSVGPath(rawFixture.Path, rawFixture.Transformation * matScale);
                    for (int i = 0; i < paths.Count; i++)
                    {
                        if (paths[i].Closed)
                        {
                            List <Vertices> partition = Triangulate.ConvexPartition(paths[i].Vertices, TriangulationAlgorithm.Bayazit);
                            foreach (Vertices v in partition)
                            {
                                currentBody.Fixtures.Add(new FixtureTemplate()
                                {
                                    Shape       = new PolygonShape(v, rawFixture.Density),
                                    Restitution = rawFixture.Restitution,
                                    Friction    = rawFixture.Friction,
                                    Name        = rawFixture.Name
                                });
                            }
                        }
                        else
                        {
                            Shape shape;
                            if (paths[i].Vertices.Count > 2)
                            {
                                shape = new ChainShape(paths[i].Vertices);
                            }
                            else
                            {
                                shape = new EdgeShape(paths[i].Vertices[0], paths[i].Vertices[1]);
                            }
                            currentBody.Fixtures.Add(new FixtureTemplate()
                            {
                                Shape       = shape,
                                Restitution = rawFixture.Restitution,
                                Friction    = rawFixture.Friction,
                                Name        = rawFixture.Name
                            });
                        }
                    }
                }
                if (currentBody.Fixtures.Count > 0)
                {
                    bodies[rawBody.Name] = currentBody;
                    currentBody          = null;
                }
            }
            return(bodies);
        }