public void ShapeFromTexture(string shape, float scale, Color color, out Texture2D outputTexture, out Vertices vertices) { Texture2D shapeTexture = _shapes[shape]; uint[] data = new uint[shapeTexture.Width * shapeTexture.Height]; shapeTexture.GetData(data); Vertices textureVertices = PolygonTools.CreatePolygon(data, shapeTexture.Width, false); AABB vertsBounds = textureVertices.GetCollisionBox(); Vector2 origin = vertsBounds.Center; textureVertices.Translate(-origin); int width = (int)((vertsBounds.UpperBound.X - vertsBounds.LowerBound.X) * scale); int height = (int)((vertsBounds.UpperBound.Y - vertsBounds.LowerBound.Y) * scale); textureVertices = SimplifyTools.ReduceByDistance(textureVertices, 4f); Vector2 vertScale = ConvertUnits.ToSimUnits(Vector2.One) * scale; textureVertices.Scale(ref vertScale); vertices = new Vertices(textureVertices); RenderTarget2D renderTarget = new RenderTarget2D(_device, width + 2, height + 2, false, SurfaceFormat.Color, DepthFormat.None, 8, RenderTargetUsage.DiscardContents); SpriteBatch batch = new SpriteBatch(_device); _device.SetRenderTarget(renderTarget); _device.Clear(Color.Transparent); batch.Begin(SpriteSortMode.Immediate, null, SamplerState.LinearClamp, null, RasterizerState.CullNone); batch.Draw(shapeTexture, new Vector2(renderTarget.Width / 2, renderTarget.Height / 2), null, color, 0, origin, scale, SpriteEffects.None, 0f); batch.End(); _device.SetRenderTarget(null); outputTexture = renderTarget as Texture2D; }
static private void CreateShape(SFML.Graphics.Texture texture, World world) { // Make collision Geo from bitmap // Get pixel data in array byte[] bytes = texture.CopyToImage().Pixels; uint[] data = new uint[texture.Size.X * texture.Size.Y]; for (int i = 0; i < bytes.Length; i += 4) { data[i / 4] = BitConverter.ToUInt32(bytes, i); } Byte myByte = 1; List <Vertices> _list = PolygonTools.CreatePolygon(data, (int)texture.Size.X, 0.05f, myByte, true, true); Vertices verts = new Vertices(); Vector2 scale = ConvertUnits.ToSimUnits(new Vector2(1, 1)); foreach (Vertices v in _list) { v.Scale(scale); // v.Translate(ConvertUnits.ToSimUnits(new Vector2(-16, -16))); Body body = new Body(world); body.SleepingAllowed = false; body.UserData = "wall"; List <Fixture> fixtures = FixtureFactory.AttachCompoundPolygon( FarseerPhysics.Common.Decomposition.Triangulate.ConvexPartition(SimplifyTools.DouglasPeuckerSimplify(v, 0.05f), TriangulationAlgorithm.Bayazit, false, 0.05f), 1, body); } }
public void findShadowHull(Texture2D texture) { //Create an array to hold the data from the texture uint[] data = new uint[texture.Width * texture.Height]; //Transfer the texture data to the array texture.GetData(data); //Find the vertices that makes up the outline of the shape in the texture textureVertices = PolygonTools.CreatePolygon(data, texture.Width, false); //We simplify the vertices found in the texture. textureVertices = SimplifyTools.DouglasPeuckerSimplify(textureVertices, 0.5f); //Since it is a concave polygon, we need to partition it into several smaller convex polygons vertices = BayazitDecomposer.ConvexPartition(textureVertices); _scale = 1f; //scale the vertices from graphics space to sim space foreach (Vertices vertex in vertices) { Vector2[] verticesArray = vertex.ToArray(); var hull = ShadowHull.CreateConvex(ref verticesArray); hulls.Add(hull); krypton.Hulls.Add(hull); } }
public override void Initialize() { //Load texture that will represent the physics body Texture2D polygonTexture = CCApplication.SharedApplication.Content.Load <Texture2D>("box2d/Texture"); //Create an array to hold the data from the texture uint[] data = new uint[polygonTexture.Width * polygonTexture.Height]; //Transfer the texture data to the array polygonTexture.GetData(data); //Find the vertices that makes up the outline of the shape in the texture Vertices verts = PolygonTools.CreatePolygon(data, polygonTexture.Width); //For now we need to scale the vertices (result is in pixels, we use meters) Vector2 scale = new Vector2(0.07f, -0.07f); verts.Scale(ref scale); //We also need to move the polygon so that (0,0) is the center of the polygon. Vector2 centroid = -verts.GetCentroid(); verts.Translate(ref centroid); //Create a single body with multiple fixtures Body compund = BodyFactory.CreateCompoundPolygon(World, BayazitDecomposer.ConvexPartition(verts), 1); compund.BodyType = BodyType.Dynamic; compund.Position = new Vector2(0, 20); base.Initialize(); }
public override void Initialize() { Bitmap polygonTexture = Bitmap.FromFile("AltData/FarseerPhysics/Testbed/Content/Texture.png"); uint[] data = new uint[polygonTexture.PixelWidth * polygonTexture.PixelHeight]; BitmapData bitmapData = polygonTexture.LockBits(ImageLockMode.ReadOnly); byte[] src_buffer = bitmapData.Scan0; System.Buffer.BlockCopy(src_buffer, 0, data, 0, src_buffer.Length); polygonTexture.UnlockBits(bitmapData); Vertices verts = PolygonTools.CreatePolygon(data, polygonTexture.PixelWidth); Vector2 scale = new Vector2(0.07f, -0.07f); verts.Scale(ref scale); Vector2 centroid = -verts.GetCentroid(); verts.Translate(ref centroid); Body compund = BodyFactory.CreateCompoundPolygon(World, Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Bayazit), 1); compund.Position = new Vector2(-25, 30); Body b = compund.DeepClone(); b.Position = new Vector2(20, 30); b.BodyType = BodyType.Dynamic; base.Initialize(); }
public FSCompoundPolygonBody(World world, Subtexture subtexture, float density, Vector2 position = default(Vector2), BodyType bodyType = BodyType.Static) : base(world, subtexture, position, bodyType) { var data = new uint[subtexture.sourceRect.Width * subtexture.sourceRect.Height]; subtexture.texture2D.GetData(0, subtexture.sourceRect, data, 0, data.Length); var verts = PolygonTools.CreatePolygon(data, subtexture.sourceRect.Width); verts = SimplifyTools.DouglasPeuckerSimplify(verts, 2); var decomposedVerts = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Bayazit); for (var i = 0; i < decomposedVerts.Count; i++) { var polygon = decomposedVerts[i]; polygon.Translate(-subtexture.center); } // add the fixtures var fixtures = Farseer.FixtureFactory.attachCompoundPolygon(decomposedVerts, density, body); // fetch all the Vertices and save a copy in case we need to scale them later foreach (var fixture in fixtures) { _verts.Add(new Vertices((fixture.Shape as PolygonShape).Vertices)); } }
public static List <Vertices> GetCompoundPolygonVertices(Texture2D _polygonTexture, float _scale, ref Vector2 origin) { uint[] data = new uint[_polygonTexture.Width * _polygonTexture.Height]; _polygonTexture.GetData(data); Vertices textureVertices = PolygonTools.CreatePolygon(data, _polygonTexture.Width, false); Vector2 centroid = -textureVertices.GetCentroid(); textureVertices.Translate(ref centroid); origin = -centroid; textureVertices = SimplifyTools.ReduceByDistance(textureVertices, 4f); List <Vertices> list = BayazitDecomposer.ConvexPartition(textureVertices); Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)) * _scale; foreach (Vertices vertices in list) { vertices.Scale(ref vertScale); } return(list); }
public override void Initialize() { if (_world != null && Texture != null) { var data = new uint[Texture.Width * Texture.Height]; Texture.GetData(data); var verts = PolygonTools.CreatePolygon(data, Texture.Width, true); var scale = ConvertUnits.ToSimUnits(new Vector2(1, 1)); verts.Scale(ref scale); var list = BayazitDecomposer.ConvexPartition(verts); var compound = BodyFactory.CreateCompoundPolygon(_world, list, 1); compound.BodyType = BodyType.Dynamic; Body = compound; Body.Restitution = 1; SetStartPosition(); var joint = new FixedPrismaticJoint(Body, Body.Position, new Vector2(1, 0)); joint.LimitEnabled = true; joint.LowerLimit = -ConvertUnits.ToSimUnits((_screenBounds.Width - Texture.Width) / 2f); joint.UpperLimit = ConvertUnits.ToSimUnits((_screenBounds.Width - Texture.Width) / 2f); joint.Enabled = true; joint.MaxMotorForce = 70f; _world.AddJoint(joint); } base.Initialize(); }
} // PhysicTexture(setPos, setDensity, setDiffuseTexture, setCollisionTexture) #endregion #region CreateBody /// <summary> Creates the physics Body </summary> private void CreateBody() { uint[] data = new uint[collisionTexture.Width * collisionTexture.Height]; collisionTexture.GetData(data); Vertices textureVertices = PolygonTools.CreatePolygon(data, collisionTexture.Width, true); Vector2 centroid = -textureVertices.GetCentroid(); textureVertices.Translate(ref centroid); origin = -centroid; textureVertices = SimplifyTools.ReduceByDistance(textureVertices, 4f); Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)); List <Vertices> list = BayazitDecomposer.ConvexPartition(textureVertices); list.ForEach(v => v.Scale(ref vertScale)); size = list.SelectMany(v => v).CalculateSize(); body = BodyFactory.CreateCompoundPolygon(PhysicsGameScreen.World, list, density, BodyType.Static);//BodyType.Dynamic); body.Position = position; body.UserData = "physictexture"; body.Friction = 10f; } // CreateBody(setPos, setDensity)
public static List <Fixture> TextureToPolygon(Texture2D texture, Vector2 scaling, BodyType bodyType, Vector2 position, float density) { uint[] data = new uint[texture.Width * texture.Height]; texture.GetData(data); Vertices vertices = PolygonTools.CreatePolygon(data, texture.Width, texture.Height, true); var polygonOffset = new Vector2(-texture.Width / 2, -texture.Height / 2); vertices.Translate(ref polygonOffset); Vector2 scale = new Vector2(0.01f, 0.01f) * scaling; vertices.Scale(ref scale); List <Vertices> tempList = EarclipDecomposer.ConvexPartition(vertices); List <Vertices> toRemove = new List <Vertices>(); foreach (Vertices item in tempList) { if (item.Count == 0) { toRemove.Add(item); } } foreach (Vertices item in toRemove) { tempList.Remove(item); } List <Fixture> combine = FixtureFactory.CreateCompoundPolygon(Level.Physics, tempList, 1); combine[0].Body.BodyType = bodyType; combine[0].Body.Position = ToMeter(position); return(combine); }
private void CreateBody() { uint[] data = new uint[_textureBodyXna.Width * _textureBodyXna.Height]; _textureBodyXna.GetData(data); Vertices textureVertices = PolygonTools.CreatePolygon(data, _textureBodyXna.Width, true); Vector2 centroid = -textureVertices.GetCentroid(); textureVertices.Translate(ref centroid); Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)); List <Vertices> triangulated = BayazitDecomposer.ConvexPartition(textureVertices); triangulated.ForEach(v => v.Scale(ref vertScale)); _size = _calcSize(triangulated.SelectMany(v => v)); _origin = -centroid * vertScale; body = CreateBodyByList(triangulated); _parts = new Body[0]; _infos.Values.ToList().ForEach(info => info.Effect.Dispose()); _infos.Clear(); foreach (Fixture fixture in body.FixtureList) { Guid id = Guid.NewGuid(); fixture.UserData = id; _infos[id] = new FixtureInfo(_effectXna.Clone(), fixture, _origin, new Vector2(_diffuseTexture.Width, _diffuseTexture.Height)); //this.TextureSize } } // CreateBody()
public override void Initialize() { Texture2D polygonTexture = CCApplication.SharedApplication.Content.Load <Texture2D>("box2d/Texture"); uint[] data = new uint[polygonTexture.Width * polygonTexture.Height]; polygonTexture.GetData(data); Vertices verts = PolygonTools.CreatePolygon(data, polygonTexture.Width); Vector2 scale = new Vector2(0.07f, -0.07f); verts.Scale(ref scale); Vector2 centroid = -verts.GetCentroid(); verts.Translate(ref centroid); Body compund = BodyFactory.CreateCompoundPolygon(World, BayazitDecomposer.ConvexPartition(verts), 1); compund.Position = new Vector2(-25, 30); Body b = compund.DeepClone(); b.Position = new Vector2(20, 30); b.BodyType = BodyType.Dynamic; base.Initialize(); }
public void shapeFromTexture(Texture tex) { byte[] data; using (MemoryStream ms = new MemoryStream()) { tex.bitmap.Save(ms, ImageFormat.Png); data = ms.ToArray(); ms.Dispose(); } uint[] bytes = new uint[data.Length]; for (int i = 0; i < data.Length; i++) { bytes[i] = data[i]; } Vertices verts = PolygonTools.CreatePolygon(bytes, tex.bitmap.Width, true); vertices.Clear(); for (int i = 0; i < verts.Count; i++) { vertices.Add(new Vector((float)verts[i].X, (float)verts[i].Y)); } }
public static Body ConvertToBody(this Texture2D me, Scene scene) { var polygonTexture = me; var data = new uint[polygonTexture.Width * polygonTexture.Height]; polygonTexture.GetData(data); var verts = PolygonTools.CreatePolygon(data, polygonTexture.Width, true); //These 2 seem to work the best with tile maps verts = SimplifyTools.CollinearSimplify(verts); verts = SimplifyTools.DouglasPeuckerSimplify(verts, 0f); var list = BayazitDecomposer.ConvexPartition(verts); var vertScale = new Vector2(1f / ConvertUnits._displayUnitsToSimUnitsRatio); foreach (var vertices in list) { vertices.Scale(ref vertScale); } var body = BodyFactory.CreateCompoundPolygon(scene.World, list, 1); Debugging.Debug.WriteLine( "WARNING: In Texture2D.ConvertToBody, Body functions have not been implemented!"); body.Friction = 0f; body.IsStatic = true; return(body); }
public override void Initialize() { Texture2D polygonTexture = GameInstance.Content.Load <Texture2D>("Texture"); uint[] data = new uint[polygonTexture.Width * polygonTexture.Height]; polygonTexture.GetData(data); Vertices verts = PolygonTools.CreatePolygon(data, polygonTexture.Width); Vector2 scale = new Vector2(0.07f, -0.07f); verts.Scale(ref scale); Vector2 centroid = -verts.GetCentroid(); verts.Translate(ref centroid); Body compund = World.CreateCompoundPolygon(Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Bayazit), 1); compund.Position = new Vector2(-25, 30); Body b = compund.DeepClone(); b.Position = new Vector2(20, 30); b.BodyType = BodyType.Dynamic; base.Initialize(); }
public CaveWall(GameWorld gameWorld, string textureName) : base(gameWorld, textureName) { // Read the texture data var textureData = new uint[Texture.Width * Texture.Height]; Texture.GetData(textureData); // Detect an outline of the texture var outline = PolygonTools.CreatePolygon(textureData, Texture.Width); // Scale the outline so that it fits the size of my game world var scaleVector = ConvertUnits.ToSimUnits(2, 2); outline.Scale(scaleVector); // Simplify the outline to remove redundant points outline = SimplifyTools.CollinearSimplify(outline); // Decompose the outline into polygons var decomposed = BayazitDecomposer.ConvexPartition(outline); // Create the body for the game world Body = BodyFactory.CreateCompoundPolygon(World, decomposed, 1f); }
public override void LoadContent() { base.LoadContent(); DebugView.AppendFlags(DebugViewFlags.Shape); World.Gravity = Vector2.Zero; _border = new Border(World, ScreenManager, Camera); _breakableBodies = new List <BreakableBody>(); Texture2D alphabet = ScreenManager.Content.Load <Texture2D>("Samples/alphabet"); uint[] data = new uint[alphabet.Width * alphabet.Height]; alphabet.GetData(data); List <Vertices> list = PolygonTools.CreatePolygon(data, alphabet.Width, 3.5f, 20, true, true); for (int i = 0; i < list.Count; i++) { list[i].Scale(new Vector2(1f, -1f)); // flip Vert } float yOffset = -5f; float xOffset = -14f; for (int i = 0; i < list.Count; i++) { if (i == 9) { yOffset = 0f; xOffset = -14f; } if (i == 18) { yOffset = 5f; xOffset = -12.25f; } Vertices polygon = list[i]; Vector2 centroid = -polygon.GetCentroid(); polygon.Translate(ref centroid); polygon = SimplifyTools.CollinearSimplify(polygon); polygon = SimplifyTools.ReduceByDistance(polygon, 4); List <Vertices> triangulated = Triangulate.ConvexPartition(polygon, TriangulationAlgorithm.Bayazit); Vector2 vertScale = new Vector2(13.916667f, 23.25f) / new Vector2(alphabet.Width, alphabet.Height); foreach (Vertices vertices in triangulated) { vertices.Scale(ref vertScale); } var breakableBody = new BreakableBody(World, triangulated, 1); breakableBody.MainBody.Position = new Vector2(xOffset, yOffset); breakableBody.Strength = 100; _breakableBodies.Add(breakableBody); xOffset += 3.5f; } }
public override void LoadContent() { base.LoadContent(); DebugView.AppendFlags(DebugViewFlags.Shape); World.Gravity = Vector2.Zero; _border = new Border(World, ScreenManager, Camera); Texture2D alphabet = ScreenManager.Content.Load <Texture2D>("Samples/alphabet"); uint[] data = new uint[alphabet.Width * alphabet.Height]; alphabet.GetData(data); List <Vertices> list = PolygonTools.CreatePolygon(data, alphabet.Width, 3.5f, 20, true, true); float yOffset = -5f; float xOffset = -14f; for (int i = 0; i < list.Count; i++) { if (i == 9) { yOffset = 0f; xOffset = -14f; } if (i == 18) { yOffset = 5f; xOffset = -12.25f; } Vertices polygon = list[i]; Vector2 centroid = -polygon.GetCentroid(); polygon.Translate(ref centroid); polygon = SimplifyTools.CollinearSimplify(polygon); polygon = SimplifyTools.ReduceByDistance(polygon, 4); List <Vertices> triangulated = Triangulate.ConvexPartition(polygon, TriangulationAlgorithm.Bayazit); #if WINDOWS_PHONE const float scale = 0.6f; #else const float scale = 1f; #endif Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)) * scale; foreach (Vertices vertices in triangulated) { vertices.Scale(ref vertScale); } BreakableBody breakableBody = new BreakableBody(triangulated, World, 1); breakableBody.MainBody.Position = new Vector2(xOffset, yOffset); breakableBody.Strength = 100; World.AddBreakableBody(breakableBody); xOffset += 3.5f; } }
public static MPTanks.Engine.Serialization.GameObjectBodySpecifierJSON BuildBody(uint[] imageData, int width, Vector2 objSize) { var vertices = PolygonTools.CreatePolygon(imageData, width, true); var imgHeight = imageData.Length / width; var scale = new Vector2(objSize.X / width, objSize.Y / imgHeight); vertices.Scale(scale); var decomposed = Triangulate.ConvexPartition(vertices, TriangulationAlgorithm.Seidel); var result = new Engine.Serialization.GameObjectBodySpecifierJSON(); var fixtures = new List <Engine.Serialization.GameObjectBodySpecifierJSON.FixtureSpecifierJSON>(); foreach (var fixture in decomposed) { var fx = new Engine.Serialization.GameObjectBodySpecifierJSON.FixtureSpecifierJSON(); var vertList = new List <Engine.Serialization.JSONVector>(); var holeList = new List <Engine.Serialization.GameObjectBodySpecifierJSON.FixtureSpecifierJSON.HolesSpecifierJSON>(); foreach (var vert in fixture) { vertList.Add(new Engine.Serialization.JSONVector { X = vert.X - (objSize.X / 2), Y = vert.Y - (objSize.Y / 2) }); } if (fixture.Holes != null) { foreach (var h in fixture.Holes) { var hole = new Engine.Serialization.GameObjectBodySpecifierJSON.FixtureSpecifierJSON.HolesSpecifierJSON(); var vList = new List <Engine.Serialization.JSONVector>(); foreach (var v in h) { vList.Add(new Engine.Serialization.JSONVector { X = v.X - (objSize.X / 2), Y = v.Y - (objSize.Y / 2) }); } hole.Vertices = vList.ToArray(); holeList.Add(hole); } } fx.Vertices = vertList.ToArray(); fx.Holes = holeList.ToArray(); fixtures.Add(fx); } result.Fixtures = fixtures.ToArray(); result.Size = new Engine.Serialization.JSONVector { X = objSize.X, Y = objSize.Y }; return(result); }
public override void LoadContent() { base.LoadContent(); World.Gravity = Vector2.Zero; _border = new Border(World, this, ScreenManager.GraphicsDevice.Viewport); //load texture that will represent the physics body _polygonTexture = ScreenManager.Content.Load <Texture2D>("Samples/object"); //Create an array to hold the data from the texture uint[] data = new uint[_polygonTexture.Width * _polygonTexture.Height]; //Transfer the texture data to the array _polygonTexture.GetData(data); //Find the vertices that makes up the outline of the shape in the texture Vertices textureVertices = PolygonTools.CreatePolygon(data, _polygonTexture.Width, false); //The tool return vertices as they were found in the texture. //We need to find the real center (centroid) of the vertices for 2 reasons: //1. To translate the vertices so the polygon is centered around the centroid. Vector2 centroid = -textureVertices.GetCentroid(); textureVertices.Translate(ref centroid); //2. To draw the texture the correct place. _origin = -centroid; //We simplify the vertices found in the texture. textureVertices = SimplifyTools.ReduceByDistance(textureVertices, 4f); //Since it is a concave polygon, we need to partition it into several smaller convex polygons List <Vertices> list = BayazitDecomposer.ConvexPartition(textureVertices); //Adjust the scale of the object for WP7's lower resolution #if WINDOWS_PHONE _scale = 0.6f; #else _scale = 1f; #endif //scale the vertices from graphics space to sim space Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)) * _scale; foreach (Vertices vertices in list) { vertices.Scale(ref vertScale); } //Create a single body with multiple fixtures _compound = BodyFactory.CreateCompoundPolygon(World, list, 1f, BodyType.Dynamic); _compound.BodyType = BodyType.Dynamic; }
public override void LoadContent() { base.LoadContent(); World.Gravity = Vector2.Zero; _border = new Border(World, ScreenManager, Camera); //load texture that will represent the physics body _polygonTexture = ScreenManager.Content.Load <Texture2D>("Samples/object"); //Create an array to hold the data from the texture uint[] data = new uint[_polygonTexture.Width * _polygonTexture.Height]; //Transfer the texture data to the array _polygonTexture.GetData(data); //Find the vertices that makes up the outline of the shape in the texture Vertices textureVertices = PolygonTools.CreatePolygon(data, _polygonTexture.Width, false); //The tool return vertices as they were found in the texture. //We need to find the real center (centroid) of the vertices for 2 reasons: //1. To translate the vertices so the polygon is centered around the centroid. Vector2 centroid = -textureVertices.GetCentroid(); textureVertices.Translate(ref centroid); //2. To draw the texture the correct place. _origin = -centroid; var aabb = textureVertices.GetAABB(); _polygonSize = new Vector2(aabb.Width, aabb.Height); //We simplify the vertices found in the texture. textureVertices = SimplifyTools.ReduceByDistance(textureVertices, 4f); //Since it is a concave polygon, we need to partition it into several smaller convex polygons List <Vertices> list = Triangulate.ConvexPartition(textureVertices, TriangulationAlgorithm.Bayazit); //scale the vertices from graphics space to sim space Vector2 vertScale = new Vector2(1f / 24f); _polygonSize *= vertScale; foreach (Vertices vertices in list) { vertices.Scale(new Vector2(1f, -1f)); vertices.Translate(new Vector2(0f, 30f)); vertices.Scale(vertScale); } //Create a single body with multiple fixtures _compound = World.CreateCompoundPolygon(list, 1f, Vector2.Zero, 0, BodyType.Dynamic); _compound.BodyType = BodyType.Dynamic; }
public static PhysicsFrame GetVerticesForTextureData(uint[] textureData, int textureWidth) { Vertices textureVertices = PolygonTools.CreatePolygon(textureData, textureWidth, false); Vector2 offset = -textureVertices.GetCentroid(); textureVertices.Translate(ref offset); SimplifyTools.MergeParallelEdges(textureVertices, 0); List <Vertices> convexVertices = BayazitDecomposer.ConvexPartition(textureVertices); ConvertUnits.ScaleToSimUnits(ref convexVertices); return(new PhysicsFrame(convexVertices, -offset)); }
static List <Vertices> ToVertices(Texture2D texture, out Vector2 origin) { //Create an array to hold the data from the texture uint[] data = new uint[texture.Width * texture.Height]; //Transfer the texture data to the array texture.GetData(data); Vertices textureVertices = PolygonTools.CreatePolygon(data, texture.Width, false); //The tool return vertices as they were found in the texture. //We need to find the real center (centroid) of the vertices for 2 reasons: //1. To translate the vertices so the polygon is centered around the centroid. var centroid = -textureVertices.GetCentroid(); textureVertices.Translate(ref centroid); //2. To draw the texture the correct place. origin = -centroid; //We simplify the vertices found in the texture. textureVertices = SimplifyTools.ReduceByDistance(textureVertices, 5f); //Since it is a concave polygon, we need to partition it into several smaller convex polygons //List<Vertices> list = BayazitDecomposer.ConvexPartition(textureVertices); try { List <Vertices> list = BayazitDecomposer.ConvexPartition(textureVertices); //Now we need to scale the vertices (result is in pixels, we use meters) //At the same time we flip the y-axis. var scale = new Vector2(0.015f, 0.015f); foreach (Vertices vertices in list) { vertices.Scale(ref scale); //When we flip the y-axis, the orientation can change. //We need to remember that FPE works with CCW polygons only. vertices.ForceCounterClockWise(); } return(list); } catch { return(new List <Vertices>()); } }
/// <summary> /// /// </summary> /// <param name="tex">Texture of shape</param> /// <param name="pos">Postion in physics units</param> /// <param name="isStatic">True for static</param> /// <param name="world">World</param> public Shape(Texture2D tex, Vector2 pos, bool isStatic, bool colliedsWithPlayerLaser, World world) { this.tex = tex; this.pos = pos; uint[] data = new uint[tex.Width * tex.Height]; tex.GetData(data); Vertices verts = PolygonTools.CreatePolygon(data, tex.Width); // How do we work out what the correct scale factor is? - Trial and error Vector2 scale = new Vector2(0.015f, 0.015f); // was 0.025f verts.Scale(ref scale); Vector2 centroid = -verts.GetCentroid(); // orgin = centroid; // just a little test verts.Translate(ref centroid); var decomposedVertices = BayazitDecomposer.ConvexPartition(verts); shapeBody = BodyFactory.CreateCompoundPolygon(world, decomposedVertices, 1); if (this.isStatic) { shapeBody.BodyType = BodyType.Static; } else { shapeBody.BodyType = BodyType.Dynamic; } if (isStatic == true) { shapeBody.BodyType = BodyType.Static; } shapeBody.Position = pos / 64; shapeBody.BodyId = 3; if (colliedsWithPlayerLaser) { shapeBody.CollisionCategories = Category.Cat4; } else { shapeBody.CollisionCategories = Category.Cat8; } shapeBody.CollidesWith = Category.All ^ Category.Cat2; orgin = new Vector2(tex.Width / 2, tex.Height / 2); // this seems to work well }
public static TexVertOutput TexToVert(World world, Texture2D texture, float mass, bool useCentroid, float scale) { Vertices verts; TexVertOutput output = new TexVertOutput(); // Creates an array for every pixel in the texture uint[] data = new uint[texture.Width * texture.Height]; texture.GetData(data); verts = PolygonTools.CreatePolygon(data, texture.Width, false); Vector2 centroid = Vector2.Zero; // Origin needs to be altered so it uses the origin of the verts // rather than the texture's centre. if (useCentroid) { centroid = -verts.GetCentroid(); verts.Translate(ref centroid); } else { centroid = ConvertUnits.ToSimUnits(new Vector2(texture.Width, texture.Height) * 0.5f); } float simScale = ConvertUnits.ToSimUnits(scale); Vector2 Scale = new Vector2(simScale, simScale); verts.Scale(ref Scale); verts = SimplifyTools.ReduceByDistance(verts, ConvertUnits.ToSimUnits(4f)); Body body = BodyFactory.CreateCompoundPolygon(world, EarclipDecomposer.ConvexPartition(verts), mass); body.BodyType = BodyType.Dynamic; if (!useCentroid) { body.LocalCenter = centroid; } output.Body = body; output.Origin = ConvertUnits.ToDisplayUnits(centroid); return(output); }
public void findShadowHull(Texture2D texture) { //Create an array to hold the data from the texture uint[] data = new uint[texture.Width * texture.Height]; //Transfer the texture data to the array texture.GetData(data); //Find the vertices that makes up the outline of the shape in the texture textureVertices = PolygonTools.CreatePolygon(data, texture.Width, false); //The tool return vertices as they were found in the texture. //We need to find the real center (centroid) of the vertices for 2 reasons: //1. To translate the vertices so the polygon is centered around the centroid. Vector2 centroid = -textureVertices.GetCentroid(); textureVertices.Translate(ref centroid); //2. To draw the texture the correct place. _origin = -centroid; //We simplify the vertices found in the texture. textureVertices = SimplifyTools.CollinearSimplify(textureVertices, 0f); //Since it is a concave polygon, we need to partition it into several smaller convex polygons list = BayazitDecomposer.ConvexPartition(textureVertices); //Adjust the scale of the object for WP7's lower resolution //Adjust the scale of the object for WP7's lower resolution #if WINDOWS_PHONE _scale = 0.6f; #else _scale = 1f; #endif //scale the vertices from graphics space to sim space Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)) * _scale; foreach (Vertices vertices in list) { vertices.Scale(ref vertScale); Vector2[] verticesArray = vertices.ToArray(); var hull = ShadowHull.CreateConvex(ref verticesArray); hulls.Add(hull); krypton.Hulls.Add(hull); } }
public PhysicObj(World world, Texture2D texture, Vector2 scale, float density) : base(texture, 0, scale, Vector2.Zero) { this.texture = texture; this.scale = scale; scale /= MULTIPLER; uint[] data = new uint[texture.Width * texture.Height]; texture.GetData(data); Vertices textureVertices = PolygonTools.CreatePolygon(data, texture.Width, false); Vector2 centroid = -textureVertices.GetCentroid(); textureVertices.Translate(ref centroid); origin = -centroid; textureVertices = SimplifyTools.ReduceByDistance(textureVertices, 4f); List <Vertices> list = BayazitDecomposer.ConvexPartition(textureVertices); float minX = float.PositiveInfinity; float maxX = float.NegativeInfinity; foreach (Vertices vertices in list) { vertices.Scale(ref scale); foreach (Vector2 vec in vertices) { if (vec.X < minX) { minX = vec.X; } if (maxX < vec.X) { maxX = vec.X; } } } body = BodyFactory.CreateCompoundPolygon(world, list, density, BodyType.Dynamic); body.BodyType = BodyType.Dynamic; }
public void AddShadowForObject(Texture2D texture, Vector2 position) { uint[] data = new uint[texture.Width * texture.Height]; texture.GetData <uint>(data); foreach (var poly in EarclipDecomposer.ConvexPartition(PolygonTools.CreatePolygon(data, texture.Width))) { if (poly.Count >= 3) { var array = poly.ToArray(); var hull = ShadowHull.CreateConvex(ref array); hull.Position = position; _krypton.Hulls.Add(hull); } } }
private void CreatePolygon(Texture2D a_texture, World a_world) { //Create an array to hold the data from the texture uint[] data = new uint[a_texture.Width * a_texture.Height]; //Transfer the texture data to the array a_texture.GetData(data); //Find the vertices that makes up the outline of the shape in the texture Vertices textureVertices = PolygonTools.CreatePolygon(data, a_texture.Width, false); //The tool return vertices as they were found in the texture. //We need to find the real center (centroid) of the vertices for 2 reasons: //1. To translate the vertices so the polygon is centered around the centroid. Vector2 centroid = -textureVertices.GetCentroid(); textureVertices.Translate(ref centroid); //2. To draw the texture the correct place. _origin = -centroid; //We simplify the vertices found in the texture. textureVertices = SimplifyTools.ReduceByDistance(textureVertices, 4f); //Since it is a concave polygon, we need to partition it into several smaller convex polygons List <Vertices> list = Triangulate.ConvexPartition(textureVertices, TriangulationAlgorithm.Bayazit); //Adjust the scale of the object for WP7's lower resolution _scale = new Vector2(1f, 1f); //scale the vertices from graphics space to sim space Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)) * _scale; foreach (Vertices vertices in list) { vertices.Scale(ref vertScale); } //Create a single body with multiple fixtures _body = BodyFactory.CreateCompoundPolygon(a_world, list, 1f, BodyType.Dynamic); _body.BodyType = BodyType.Dynamic; }
private static Body createBody(Sprite sprite, World world) { uint[] texData = new uint[sprite.Texture.Width * sprite.Texture.Height]; sprite.Texture.GetData(texData); //Find the vertices that makes up the outline of the shape in the texture Vertices verts = PolygonTools.CreatePolygon(texData, sprite.Texture.Width, false); //For now we need to scale the vertices (result is in pixels, we use meters) Vector2 scale = new Vector2(ConvertUnits.ToSimUnits(1)); verts.Scale(ref scale); //Since it is a concave polygon, we need to partition it into several smaller convex polygons List <Vertices> vertexList = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Bayazit); return(BodyFactory.CreateCompoundPolygon(world, vertexList, 1f)); }