예제 #1
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 public FSCollisionBox setHeight(float height)
 {
     _height = height;
     _verts  = PolygonTools.createRectangle(FSConvert.displayToSim * _width / 2, FSConvert.displayToSim * _height / 2);
     recreateFixture();
     return(this);
 }
예제 #2
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 public FSCollisionBox setSize(float width, float height)
 {
     _width         = width;
     _height        = height;
     _verts         = PolygonTools.createRectangle(FSConvert.displayToSim * _width / 2, FSConvert.displayToSim * _height / 2);
     _areVertsDirty = true;
     recreateFixture();
     return(this);
 }
예제 #3
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파일: FixtureFactory.cs 프로젝트: tykak/Nez
        public static Fixture AttachRectangle(float width, float height, float density, Vector2 offset, Body body, object userData = null)
        {
            var rectangleVertices = PolygonTools.createRectangle(width / 2, height / 2);

            rectangleVertices.translate(ref offset);
            var rectangleShape = new PolygonShape(rectangleVertices, density);

            return(body.createFixture(rectangleShape, userData));
        }
예제 #4
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        public static Body createCapsule(World world, float height, float endRadius, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, object userData = null)
        {
            //Create the middle rectangle
            var rectangle = PolygonTools.createRectangle(endRadius, height / 2);

            var list = new List <Vertices>();

            list.Add(rectangle);
            var body = createCompoundPolygon(world, list, density, position, rotation, bodyType, userData);

            //Create the two circles
            FixtureFactory.attachCircle(endRadius, density, body, new Vector2(0, height / 2));
            FixtureFactory.attachCircle(endRadius, density, body, new Vector2(0, -(height / 2)));

            return(body);
        }
예제 #5
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파일: LinkFactory.cs 프로젝트: tykak/Nez
        /// <summary>
        /// Creates the chain.
        /// </summary>
        /// <returns>The chain.</returns>
        /// <param name="world">World.</param>
        /// <param name="start">Start.</param>
        /// <param name="end">End.</param>
        /// <param name="linkWidth">Link width.</param>
        /// <param name="linkHeight">Link height.</param>
        /// <param name="numberOfLinks">Number of links.</param>
        /// <param name="linkDensity">Link density.</param>
        /// <param name="attachRopeJoint">Creates a rope joint between start and end. This enforces the length of the rope. Said in another way: it makes the rope less bouncy.</param>
        /// <param name="fixStart">If set to <c>true</c> fix start.</param>
        /// <param name="fixEnd">If set to <c>true</c> fix end.</param>
        public static List <Body> CreateChain(World world, Vector2 start, Vector2 end, float linkWidth, float linkHeight, int numberOfLinks, float linkDensity, bool attachRopeJoint, bool fixStart = false, bool fixEnd = false)
        {
            Debug.Assert(numberOfLinks >= 2);

            // Chain start / end
            var path = new Path();

            path.add(start);
            path.add(end);

            // A single chainlink
            var shape = new PolygonShape(PolygonTools.createRectangle(linkWidth, linkHeight), linkDensity);

            // Use PathManager to create all the chainlinks based on the chainlink created before.
            var chainLinks = PathManager.evenlyDistributeShapesAlongPath(world, path, shape, BodyType.Dynamic, numberOfLinks);

            if (fixStart)
            {
                // Fix the first chainlink to the world
                var axle = BodyFactory.CreateCircle(world, 0.1f, 1, chainLinks[0].position);
                JointFactory.CreateRevoluteJoint(world, chainLinks[0], axle, new Vector2(0, -(linkHeight / 2)), Vector2.Zero);
            }

            if (fixEnd)
            {
                // Fix the last chainlink to the world
                var lastIndex = chainLinks.Count - 1;
                var axle      = BodyFactory.CreateCircle(world, 0.1f, 1, chainLinks[lastIndex].position);
                JointFactory.CreateRevoluteJoint(world, chainLinks[lastIndex], axle, new Vector2(0, -(linkHeight / 2)), Vector2.Zero);
            }

            // Attach all the chainlinks together with a revolute joint
            PathManager.attachBodiesWithRevoluteJoint(world, chainLinks, new Vector2(0, -linkHeight), new Vector2(0, linkHeight), false, false);

            if (attachRopeJoint)
            {
                JointFactory.CreateRopeJoint(world, chainLinks[0], chainLinks[chainLinks.Count - 1], Vector2.Zero, Vector2.Zero);
            }

            return(chainLinks);
        }
예제 #6
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        public static Body CreateRectangle(World world, float width, float height, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, object userData = null)
        {
            if (width <= 0)
            {
                throw new ArgumentOutOfRangeException(nameof(width), "Width must be more than 0 meters");
            }

            if (height <= 0)
            {
                throw new ArgumentOutOfRangeException(nameof(height), "Height must be more than 0 meters");
            }

            var newBody = CreateBody(world, position, rotation, bodyType);

            newBody.userData = userData;

            var rectangleVertices = PolygonTools.createRectangle(width / 2, height / 2);
            var rectangleShape    = new PolygonShape(rectangleVertices, density);

            newBody.createFixture(rectangleShape);

            return(newBody);
        }
예제 #7
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 public FSCollisionBox(float width, float height)
 {
     _width  = width;
     _height = height;
     _verts  = PolygonTools.createRectangle(FSConvert.displayToSim * _width / 2, FSConvert.displayToSim * _height / 2);
 }
예제 #8
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 public FSBoxBody(Subtexture subtexture) : base(subtexture, PolygonTools.createRectangle(subtexture.sourceRect.Width / 2, subtexture.sourceRect.Height / 2))
 {
 }