Exemple #1
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DrawString("Use the mouse to create a polygon.");
            DrawString("Simple: " + _vertices.IsSimple());
            DrawString("Convex: " + _vertices.IsConvex());
            DrawString("CCW: " + _vertices.IsCounterClockWise());
            DrawString("Area: " + _vertices.GetArea());

            PolygonError returnCode = _vertices.CheckPolygon();

            if (returnCode == PolygonError.NoError)
                DrawString("Polygon is supported in Velcro Physics");
            else
                DrawString("Polygon is NOT supported in Velcro Physics. Reason: " + returnCode);

            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);

            for (int i = 0; i < _vertices.Count; i++)
            {
                Vector2 currentVertex = _vertices[i];
                Vector2 nextVertex = _vertices.NextVertex(i);

                DebugView.DrawPoint(currentVertex, 0.1f, Color.Yellow);
                DebugView.DrawSegment(currentVertex, nextVertex, Color.Red);
            }

            DebugView.DrawPoint(_vertices.GetCentroid(), 0.1f, Color.Green);

            AABB aabb = _vertices.GetAABB();
            DebugView.DrawAABB(ref aabb, Color.HotPink);

            DebugView.EndCustomDraw();
            base.Update(settings, gameTime);
        }
        public override void Update(FarseerPhysicsGameSettings settings)
        {
            DebugView.DrawAABB(ref _terrainArea, Color.Red * 0.5f);


            DrawString("Left click and drag the mouse to destroy terrain!");
            DrawString("Right click and drag the mouse to create terrain!");
            DrawString("Middle click to create circles!");
            DrawString("Press t or y to cycle between decomposers: " + _terrain.Decomposer);
            TextLine += 25;
            DrawString("Press g or h to decrease/increase circle radius: " + _circleRadius);

            base.Update(settings);
        }
Exemple #3
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);
            DebugView.DrawAABB(ref _terrainArea, Color.Red * 0.5f);
            DebugView.EndCustomDraw();

            DrawString("Left click and drag the mouse to destroy terrain!");
            DrawString("Right click and drag the mouse to create terrain!");
            DrawString("Middle click to create circles!");
            DrawString("Press t or y to cycle between decomposers: " + _terrain.Decomposer);
            TextLine += 25;
            DrawString("Press g or h to decrease/increase circle radius: " + _circleRadius);

            base.Update(settings, gameTime);
        }
        private void DrawTree(QuadTree <FixtureProxy> tree)
        {
            if (tree == null)
            {
                return;
            }

            DebugView.DrawAABB(ref tree.Span, Color.Yellow);

            if (tree.IsPartitioned)
            {
                foreach (QuadTree <FixtureProxy> quadTree in tree.SubTrees)
                {
                    DrawTree(quadTree);
                }
            }
        }
Exemple #5
0
        public override void Update(FarseerPhysicsGameSettings settings)
        {
            DrawString("Use the mouse to create a polygon.");
            DrawString("Simple: " + _vertices.IsSimple());
            DrawString("Convex: " + _vertices.IsConvex());
            DrawString("CCW: " + _vertices.IsCounterClockWise());
            DrawString("Area: " + _vertices.GetArea());

            PolygonError returnCode = _vertices.CheckPolygon();

            if (returnCode == PolygonError.NoError)
            {
                DrawString("Polygon is supported in Farseer Physics Engine");
            }
            else
            {
                DrawString("Polygon is NOT supported in Farseer Physics Engine. Reason: " + returnCode);
            }



            for (int i = 0; i < _vertices.Count; i++)
            {
                Vector2 currentVertex = _vertices[i];
                Vector2 nextVertex    = _vertices.NextVertex(i);

                DebugView.DrawPoint(currentVertex, 0.1f, Color.Yellow);
                DebugView.DrawSegment(currentVertex, nextVertex, Color.Red);
            }

            DebugView.DrawPoint(_vertices.GetCentroid(), 0.1f, Color.Green);

            AABB aabb = _vertices.GetAABB();

            DebugView.DrawAABB(ref aabb, Color.HotPink);


            base.Update(settings);
        }
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            _rayActor = null;
            for (int i = 0; i < ActorCount; ++i)
            {
                _actors[i].Fraction = 1.0f;
                _actors[i].Overlap  = false;
            }

            if (_automated)
            {
                int actionCount = Math.Max(1, ActorCount >> 2);

                for (int i = 0; i < actionCount; ++i)
                {
                    Action();
                }
            }

            Query();
            RayCast();

            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);
            for (int i = 0; i < ActorCount; ++i)
            {
                Actor actor = _actors[i];
                if (actor.ProxyId == -1)
                {
                    continue;
                }

                Color ca = new Color(0.9f, 0.9f, 0.9f);
                if (actor == _rayActor && actor.Overlap)
                {
                    ca = new Color(0.9f, 0.6f, 0.6f);
                }
                else if (actor == _rayActor)
                {
                    ca = new Color(0.6f, 0.9f, 0.6f);
                }
                else if (actor.Overlap)
                {
                    ca = new Color(0.6f, 0.6f, 0.9f);
                }

                DebugView.DrawAABB(ref actor.AABB, ca);
            }

            Color c = new Color(0.7f, 0.7f, 0.7f);

            DebugView.DrawAABB(ref _queryAABB, c);

            DebugView.DrawSegment(_rayCastInput.Point1, _rayCastInput.Point2, c);

            Color c1 = new Color(0.2f, 0.9f, 0.2f);
            Color c2 = new Color(0.9f, 0.2f, 0.2f);

            DebugView.DrawPoint(_rayCastInput.Point1, 0.1f, c1);
            DebugView.DrawPoint(_rayCastInput.Point2, 0.1f, c2);

            if (_rayActor != null)
            {
                Color   cr = new Color(0.2f, 0.2f, 0.9f);
                Vector2 p  = _rayCastInput.Point1 + _rayActor.Fraction * (_rayCastInput.Point2 - _rayCastInput.Point1);
                DebugView.DrawPoint(p, 0.1f, cr);
            }
            DebugView.EndCustomDraw();

            int height = _tree.Height;

            DrawString("Dynamic tree height = " + height);
        }
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            //B2_NOT_USED(settings);

            _rayActor = null;
            for (int i = 0; i < _actorCount; ++i)
            {
                _actors[i].fraction = 1.0f;
                _actors[i].overlap  = false;
            }

            if (_automated)
            {
                int actionCount = MathUtils.Max(1, _actorCount >> 2);

                for (int i = 0; i < actionCount; ++i)
                {
                    Action();
                }
            }

            Query();
            RayCast();

            DebugView.BeginCustomDraw(ref GameInstance.Projection, ref GameInstance.View);

            for (int i = 0; i < _actorCount; ++i)
            {
                Actor actor = _actors[i];
                if (actor.proxyId == DynamicTree <Actor> .NullNode)
                {
                    continue;
                }

                Color c = new Color(0.9f, 0.9f, 0.9f);
                if (actor == _rayActor && actor.overlap)
                {
                    c = new Color(0.9f, 0.6f, 0.6f);
                }
                else if (actor == _rayActor)
                {
                    c = new Color(0.6f, 0.9f, 0.6f);
                }
                else if (actor.overlap)
                {
                    c = new Color(0.6f, 0.6f, 0.9f);
                }

                DebugView.DrawAABB(ref actor.aabb, c);
            }

            {
                Color c = new Color(0.7f, 0.7f, 0.7f);
                DebugView.DrawAABB(ref _queryAABB, c);

                DebugView.DrawSegment(_rayCastInput.Point1, _rayCastInput.Point2, c);
            }
            Color c1 = new Color(0.2f, 0.9f, 0.2f);
            Color c2 = new Color(0.9f, 0.2f, 0.2f);

            DebugView.DrawPoint(_rayCastInput.Point1, 6.0f, c1);
            DebugView.DrawPoint(_rayCastInput.Point2, 6.0f, c2);

            if (_rayActor != null)
            {
                Color   cr = new Color(0.2f, 0.2f, 0.9f);
                Vector2 p  = _rayCastInput.Point1 + _rayActor.fraction * (_rayCastInput.Point2 - _rayCastInput.Point1);
                DebugView.DrawPoint(p, 6.0f, cr);
            }

            {
                int height = _tree.Height;
                DrawString("dynamic tree height = " + height);
            }

            DebugView.EndCustomDraw();

            ++_stepCount;
            base.Update(settings, gameTime);
        }
Exemple #8
0
        public override void Update(FarseerPhysicsGameSettings settings)
        {
            _rayActor = null;
            for (int i = 0; i < ActorCount; ++i)
            {
                _actors[i].Fraction = 1.0f;
                _actors[i].Overlap  = false;
            }

            if (_automated)
            {
                int actionCount = Math.Max(1, ActorCount >> 2);

                for (int i = 0; i < actionCount; ++i)
                {
                    Action();
                }
            }

            Query();
            RayCast();


            for (int i = 0; i < ActorCount; ++i)
            {
                Actor actor = _actors[i];
                if (actor.ProxyId == -1)
                {
                    continue;
                }

                Color ca = new ColorR(0.9, 0.9, 0.9);
                if (actor == _rayActor && actor.Overlap)
                {
                    ca = new ColorR(0.9, 0.6, 0.6);
                }
                else if (actor == _rayActor)
                {
                    ca = new ColorR(0.6, 0.9, 0.6);
                }
                else if (actor.Overlap)
                {
                    ca = new ColorR(0.6, 0.6, 0.9);
                }

                DebugView.DrawAABB(ref actor.AABB, ca);
            }

            Color c = new ColorR(0.7, 0.7, 0.7);

            DebugView.DrawAABB(ref _queryAABB, c);

            DebugView.DrawSegment(_rayCastInput.Point1, _rayCastInput.Point2, c);

            Color c1 = new ColorR(0.2, 0.9, 0.2);
            Color c2 = new ColorR(0.9, 0.2, 0.2);

            DebugView.DrawPoint(_rayCastInput.Point1, 0.1f, c1);
            DebugView.DrawPoint(_rayCastInput.Point2, 0.1f, c2);

            if (_rayActor != null)
            {
                Color   cr = new ColorR(0.2f, 0.2f, 0.9f);
                Vector2 p  = _rayCastInput.Point1 + _rayActor.Fraction * (_rayCastInput.Point2 - _rayCastInput.Point1);
                DebugView.DrawPoint(p, 0.1f, cr);
            }


            int height = _tree.Height;

            DrawString("Dynamic tree Height = " + height);
        }