/// <summary> /// Creates a breakable body. You would want to remove collinear points before using this. /// </summary> /// <param name="world">The world.</param> /// <param name="vertices">The vertices.</param> /// <param name="density">The density.</param> /// <param name="position">The position.</param> /// <returns></returns> public static BreakableBody CreateBreakableBody(World world, Vertices vertices, float density, Vector2 position, PressPlay.FFWD.Components.Collider userData) { List<Vertices> triangles = EarclipDecomposer.ConvexPartition(vertices); BreakableBody breakableBody = new BreakableBody(triangles, world, density, userData); breakableBody.MainBody.Position = position; world.AddBreakableBody(breakableBody); return breakableBody; }
public static Body CreateBody(World world, Vector2 position, PressPlay.FFWD.Components.Collider userData) { Body body = CreateBody(world, userData); body.Position = position; return body; }
public static Body CreateRectangle(World world, float width, float height, float density, PressPlay.FFWD.Components.Collider userData) { return CreateRectangle(world, width, height, density, Vector2.Zero, userData); }
public static Body CreatePolygon(World world, Vertices vertices, float density, Vector2 position, PressPlay.FFWD.Component userData) { Body body = CreateBody(world, position); FixtureFactory.AttachPolygon(vertices, density, body, userData); return body; }
public static Body CreateLoopShape(World world, Vertices vertices, Vector2 position, PressPlay.FFWD.Components.Collider userData) { Body body = CreateBody(world, position); FixtureFactory.AttachLoopShape(vertices, body, userData); return body; }
public static Body CreateCircle(World world, float radius, float density, PressPlay.FFWD.Components.Collider userData) { return CreateCircle(world, radius, density, Vector2.Zero, userData); }
public static Body CreateEllipse(World world, float xRadius, float yRadius, int edges, float density, PressPlay.FFWD.Component userData) { return CreateEllipse(world, xRadius, yRadius, edges, density, Vector2.Zero, userData); }
public static Body CreateRoundedRectangle(World world, float width, float height, float xRadius, float yRadius, int segments, float density, PressPlay.FFWD.Components.Collider userData) { return CreateRoundedRectangle(world, width, height, xRadius, yRadius, segments, density, Vector2.Zero, userData); }
public static Body CreateEdge(World world, Vector2 start, Vector2 end, PressPlay.FFWD.Components.Collider userData) { Body body = CreateBody(world); FixtureFactory.AttachEdge(start, end, body, userData); return body; }
public static Body CreateBody(World world, PressPlay.FFWD.Components.Collider userData) { Body body = new Body(world, userData); return body; }
public static Body CreateCompoundPolygon(World world, List<Vertices> list, float density, Vector2 position, PressPlay.FFWD.Components.Collider userData) { //We create a single body Body polygonBody = CreateBody(world, position); FixtureFactory.AttachCompoundPolygon(list, density, polygonBody, userData); return polygonBody; }
public static Body CreateCompoundPolygon(World world, List<Vertices> list, float density, PressPlay.FFWD.Components.Collider userData) { return CreateCompoundPolygon(world, list, density, Vector2.Zero, userData); }
public static Body CreateCircle(World world, float radius, float density, Vector2 position, PressPlay.FFWD.Components.Collider userData) { Body body = CreateBody(world, position); FixtureFactory.AttachCircle(radius, density, body, userData); return body; }
public static Body CreateRectangle(World world, float width, float height, float density, Vector2 position, PressPlay.FFWD.Component userData) { 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 newBody = CreateBody(world, position); Vertices rectangleVertices = PolygonTools.CreateRectangle(width / 2, height / 2); PolygonShape rectangleShape = new PolygonShape(rectangleVertices, density); newBody.CreateFixture(rectangleShape, userData); return newBody; }
public static Body CreateEllipse(World world, float xRadius, float yRadius, int edges, float density, Vector2 position, PressPlay.FFWD.Component userData) { Body body = CreateBody(world, position); FixtureFactory.AttachEllipse(xRadius, yRadius, edges, density, body, userData); return body; }
/// <summary> /// Creates a rounded rectangle. /// Note: Automatically decomposes the capsule if it contains too many vertices (controlled by Settings.MaxPolygonVertices) /// </summary> /// <param name="world">The world.</param> /// <param name="width">The width.</param> /// <param name="height">The height.</param> /// <param name="xRadius">The x radius.</param> /// <param name="yRadius">The y radius.</param> /// <param name="segments">The segments.</param> /// <param name="density">The density.</param> /// <param name="position">The position.</param> /// <returns></returns> public static Body CreateRoundedRectangle(World world, float width, float height, float xRadius, float yRadius, int segments, float density, Vector2 position, PressPlay.FFWD.Components.Collider userData) { 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 = EarclipDecomposer.ConvexPartition(verts); Body body = CreateCompoundPolygon(world, vertList, density, userData); body.Position = position; return body; } return CreatePolygon(world, verts, density); }
public static Body CreateGear(World world, float radius, int numberOfTeeth, float tipPercentage, float toothHeight, float density, PressPlay.FFWD.Components.Collider userData) { Vertices gearPolygon = PolygonTools.CreateGear(radius, numberOfTeeth, tipPercentage, toothHeight); //Gears can in some cases be convex if (!gearPolygon.IsConvex()) { //Decompose the gear: List<Vertices> list = EarclipDecomposer.ConvexPartition(gearPolygon); return CreateCompoundPolygon(world, list, density, userData); } return CreatePolygon(world, gearPolygon, density, userData); }
public static BreakableBody CreateBreakableBody(World world, Vertices vertices, float density, PressPlay.FFWD.Components.Collider userData) { return CreateBreakableBody(world, vertices, density, Vector2.Zero, userData); }
public static Body CreateLoopShape(World world, Vertices vertices, PressPlay.FFWD.Components.Collider userData) { return CreateLoopShape(world, vertices, Vector2.Zero, userData); }
/// <summary> /// Creates a capsule. /// Note: Automatically decomposes the capsule if it contains too many vertices (controlled by Settings.MaxPolygonVertices) /// </summary> /// <param name="world">The world.</param> /// <param name="height">The height.</param> /// <param name="topRadius">The top radius.</param> /// <param name="topEdges">The top edges.</param> /// <param name="bottomRadius">The bottom radius.</param> /// <param name="bottomEdges">The bottom edges.</param> /// <param name="density">The density.</param> /// <param name="position">The position.</param> /// <returns></returns> public static Body CreateCapsule(World world, float height, float topRadius, int topEdges, float bottomRadius, int bottomEdges, float density, Vector2 position, PressPlay.FFWD.Components.Collider userData) { Vertices verts = PolygonTools.CreateCapsule(height, topRadius, topEdges, bottomRadius, bottomEdges); Body body; //There are too many vertices in the capsule. We decompose it. if (verts.Count >= Settings.MaxPolygonVertices) { List<Vertices> vertList = EarclipDecomposer.ConvexPartition(verts); body = CreateCompoundPolygon(world, vertList, density, userData); body.Position = position; return body; } body = CreatePolygon(world, verts, density, userData); body.Position = position; return body; }
public static Body CreateCapsule(World world, float height, float endRadius, float density, PressPlay.FFWD.Components.Collider userData) { //Create the middle rectangle Vertices rectangle = PolygonTools.CreateRectangle(endRadius, height / 2); List<Vertices> list = new List<Vertices>(); list.Add(rectangle); Body body = CreateCompoundPolygon(world, list, density, userData); //Create the two circles CircleShape topCircle = new CircleShape(endRadius, density); topCircle.Position = new Vector2(0, height / 2); body.CreateFixture(topCircle, userData); CircleShape bottomCircle = new CircleShape(endRadius, density); bottomCircle.Position = new Vector2(0, -(height / 2)); body.CreateFixture(bottomCircle, userData); return body; }