コード例 #1
0
        public Sensor(World world, Vector2 position, Vector2 rectangle)
            : base(world, position)
        {
            BoundingBox            = new AABB();
            BoundingBox.Offset     = Vector2.Zero;
            BoundingBox.Position   = position;
            BoundingBox.XHalfWidth = new Vector2(rectangle.X / 2, 0);
            BoundingBox.YHalfWidth = new Vector2(0, rectangle.Y / 2);

            var polygon    = new Vector2[4];
            var upperLeft  = Vector2.Zero;
            var upperRight = new Vector2(rectangle.X, 0);
            var lowerRight = rectangle;
            var lowerLeft  = new Vector2(0, rectangle.Y);

            polygon[0] = upperLeft;
            polygon[1] = upperRight;
            polygon[2] = lowerRight;
            polygon[3] = lowerLeft;

            CollisionShape = new Polygon(polygon, this);
            TestAABBOnly   = true;

            WorldInfo.AddToWorld(this);
        }
コード例 #2
0
        public StaticObject(World worldInfo, Vector2 position, float mass, float friction, float restitution, Texture2D texture)
            : base(worldInfo, position)
        {
            var rectangle = ConvertUnits.ToSimUnits(new Vector2(texture.Width, texture.Height));

            BoundingBox            = new AABB();
            BoundingBox.Offset     = Vector2.Zero;
            BoundingBox.Position   = position;
            BoundingBox.XHalfWidth = new Vector2(rectangle.X / 2, 0);
            BoundingBox.YHalfWidth = new Vector2(0, rectangle.Y / 2);

            var polygon    = new Vector2[4];
            var upperLeft  = Vector2.Zero;
            var upperRight = new Vector2(rectangle.X, 0);
            var lowerRight = rectangle;
            var lowerLeft  = new Vector2(0, rectangle.Y);

            polygon[0] = upperLeft;
            polygon[1] = upperRight;
            polygon[2] = lowerRight;
            polygon[3] = lowerLeft;

            CollisionShape = new Polygon(polygon, this);

            WorldInfo.AddToWorld(this);
        }
コード例 #3
0
        public DynamicObject(World worldInfo, Vector2 position, float mass, float friction, float restitution, List <Vector2> polygon)
            : base(worldInfo, position)
        {
            float minX = float.PositiveInfinity; float maxX = float.NegativeInfinity;
            float minY = float.PositiveInfinity; float maxY = float.NegativeInfinity;

            polygon.ForEach((vertex) =>
            {
                if (vertex.X < minX)
                {
                    minX = vertex.X;
                }
                if (vertex.X > maxX)
                {
                    maxX = vertex.X;
                }
                if (vertex.Y < minY)
                {
                    minY = vertex.Y;
                }
                if (vertex.Y > maxY)
                {
                    maxY = vertex.Y;
                }
            });

            var ul = new Vector2(minX, minY);
            var lr = new Vector2(maxX, maxY);

            Vector2 boxCenter = ul + (lr - ul) * 0.5f;

            // Convert to local points
            var vertices = new Vector2[polygon.Count];
            int idx      = 0;

            polygon.ForEach((p) => { vertices[idx] = (p - position); idx++; });

            BoundingBox            = new AABB();
            BoundingBox.Offset     = boxCenter - position;
            BoundingBox.Position   = position + BoundingBox.Offset;
            BoundingBox.XHalfWidth = new Vector2((maxX - minX) / 2, 0);
            BoundingBox.YHalfWidth = new Vector2(0, (maxY - minY) / 2);

            CollisionShape = new Polygon(vertices, this);

            Mass        = mass;
            Friction    = friction;
            Restitution = restitution;

            if (Friction > 1)
            {
                Friction = 1;
            }
            if (Mass <= 0)
            {
                Mass = 1;
            }

            WorldInfo.AddToWorld(this);
        }
コード例 #4
0
        public Sensor(World world, Vector2 position, List <Vector2> polygon)
            : base(world, position)
        {
            float minX = float.PositiveInfinity; float maxX = float.NegativeInfinity;
            float minY = float.PositiveInfinity; float maxY = float.NegativeInfinity;

            foreach (Vector2 vertex in polygon)
            {
                if (vertex.X < minX)
                {
                    minX = vertex.X;
                }
                if (vertex.X > maxX)
                {
                    maxX = vertex.X;
                }
                if (vertex.Y < minY)
                {
                    minY = vertex.Y;
                }
                if (vertex.Y > maxY)
                {
                    maxY = vertex.Y;
                }
            }

            var ul = new Vector2(minX, minY);
            var lr = new Vector2(maxX, maxY);

            Vector2 boxCenter = ul + (lr - ul) * 0.5f;

            // Convert to local points
            var vertices = new Vector2[polygon.Count];
            int idx      = 0;

            foreach (Vector2 point in polygon)
            {
                vertices[idx] = (point - position);
                idx++;
            }

            BoundingBox            = new AABB();
            BoundingBox.Offset     = boxCenter - position;
            BoundingBox.Position   = position + BoundingBox.Offset;
            BoundingBox.XHalfWidth = new Vector2((maxX - minX) / 2, 0);
            BoundingBox.YHalfWidth = new Vector2(0, (maxY - minY) / 2);

            CollisionShape = new Polygon(vertices, this);

            WorldInfo.AddToWorld(this);
        }
コード例 #5
0
        public DynamicObject(World worldInfo, Vector2 position, float mass, float friction, float restitution, Vector2 rectangle)
            : base(worldInfo, position)
        {
            BoundingBox            = new AABB();
            BoundingBox.Offset     = Vector2.Zero;
            BoundingBox.Position   = position;
            BoundingBox.XHalfWidth = new Vector2(rectangle.X / 2, 0);
            BoundingBox.YHalfWidth = new Vector2(0, rectangle.Y / 2);

            var polygon    = new Vector2[4];
            var upperLeft  = Vector2.Zero;
            var upperRight = new Vector2(rectangle.X, 0);
            var lowerRight = rectangle;
            var lowerLeft  = new Vector2(0, rectangle.Y);

            polygon[0] = upperLeft;
            polygon[1] = upperRight;
            polygon[2] = lowerRight;
            polygon[3] = lowerLeft;

            CollisionShape = new Polygon(polygon, this);
            TestAABBOnly   = true;

            Mass        = mass;
            Friction    = friction;
            Restitution = restitution;

            if (Friction > 1)
            {
                Friction = 1;
            }
            if (Mass <= 0)
            {
                Mass = 1;
            }

            WorldInfo.AddToWorld(this);
        }