Exemple #1
0
        public static Vector2 CalculateOrigin(Body body)
        {
            Vector2 origin = Vector2.Zero;

            if (body != null)
            {
                Vector2 leftBound = new Vector2(float.MaxValue);
                Transform trans;
                body.GetTransform(out trans);

                for (int i = 0; i < body.FixtureList.Count; ++i)
                {
                    for (int j = 0; j < body.FixtureList[i].Shape.ChildCount; ++j)
                    {
                        AABB bounds;
                        body.FixtureList[i].Shape.ComputeAABB(out bounds, ref trans, j);
                        Vector2.Min(ref leftBound, ref bounds.LowerBound, out leftBound);
                    }
                }

                // calculate body offset from its center and add a 1 pixel border
                // because we generate the textures a little bigger than the actual body's fixtures
                origin = ConvertUnits.ToDisplayUnits(body.Position - leftBound) + new Vector2(1f);
            }

            return origin;
        }
Exemple #2
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		public void ScaleToBody(Body body)
		{
			Transform t;
			body.GetTransform(out t);

			AABB aabb;
			aabb.LowerBound = new Vector2(Settings.MaxFloat, Settings.MaxFloat);
			aabb.UpperBound = new Vector2(-Settings.MaxFloat, -Settings.MaxFloat);

			AABB tempAABB;

			int fixtureCount = body.FixtureList.Count;
			for (int i = 0; i < fixtureCount; ++i)
			{
				body.FixtureList[i].Shape.ComputeAABB(out tempAABB, ref t, 0);
				aabb.Combine(ref tempAABB);
			}

			Vector2 scale = new Vector2(
				ConvertUnits.ToDisplayUnits(aabb.Width) / sourceRect.Width,
				ConvertUnits.ToDisplayUnits(aabb.Height) / sourceRect.Height
			);

			this.scale = scale;
		}
Exemple #3
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        /// <summary>
        /// Cast a ray against this Shape.
        /// </summary>
        /// <param name="output">The ray-cast results.</param>
        /// <param name="input">The ray-cast input parameters.</param>
        /// <param name="childIndex">Index of the child.</param>
        /// <returns></returns>
        public bool RayCast(out RayCastOutput output, ref RayCastInput input, int childIndex)
        {
            Transform xf;

            Body.GetTransform(out xf);
            return(Shape.RayCast(out output, ref input, ref xf, childIndex));
        }
Exemple #4
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        /// <summary>
        /// Test a point for containment in this fixture.
        /// </summary>
        /// <param name="point">A point in world coordinates.</param>
        /// <returns></returns>
        public bool TestPoint(ref Vector2 point)
        {
            Transform xf;

            Body.GetTransform(out xf);
            return(Shape.TestPoint(ref xf, ref point));
        }
Exemple #5
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		public static AABB GetAABBFromBody(Body body)
		{
			Transform t;
			body.GetTransform(out t);

			AABB aabb;
			aabb.LowerBound = new Vector2(Settings.MaxFloat, Settings.MaxFloat);
			aabb.UpperBound = new Vector2(-Settings.MaxFloat, -Settings.MaxFloat);

			AABB tempAABB;

			int fixtureCount = body.FixtureList.Count;
			for (int i = 0; i < fixtureCount; ++i)
			{
				body.FixtureList[i].Shape.ComputeAABB(out tempAABB, ref t, 0);
				aabb.Combine(ref tempAABB);
			}

			return aabb;
		}
Exemple #6
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        /// <summary>
        /// Draws a single body
        /// </summary>
        /// <param name="body">the body to draw</param>
        public void DrawBody(Body body)
        {
            Transform xf;
            body.GetTransform(out xf);
            foreach (Fixture f in body.FixtureList)
            {
                PolygonShape poly = (PolygonShape)f.Shape;
                int vertexCount = poly.Vertices.Count;

                if (vertexCount > MAX_VERTICES)
                    throw new Exception("Num vertices in polygon exceeds maximum number allowed");

                for (int i = 0; i < vertexCount; i++)
                    tempVertices[i] = MathUtils.Multiply(ref xf, poly.Vertices[i]);

                DrawPolygon(tempVertices, vertexCount, Color.SaddleBrown);
            }
        }