예제 #1
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        public static Fixture AttachCircle(float radius, float density, PhysicsBody body, object userData)
        {
            if (radius <= 0)
                throw new ArgumentOutOfRangeException("radius", "Radius must be more than 0 meters");

            CircleShape circleShape = new CircleShape(radius, density);
            return body.CreateFixture(circleShape, userData);
        }
예제 #2
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        public static List<Fixture> AttachCompoundPolygon(List<Vertices> list, float density, PhysicsBody body, object userData)
        {
            List<Fixture> res = new List<Fixture>(list.Count);

            //Then we create several fixtures using the body
            foreach (Vertices vertices in list)
            {
                if (vertices.Count == 2)
                {
                    EdgeShape shape = new EdgeShape(vertices[0], vertices[1]);
                    res.Add(body.CreateFixture(shape, userData));
                }
                else
                {
                    PolygonShape shape = new PolygonShape(vertices, density);
                    res.Add(body.CreateFixture(shape, userData));
                }
            }

            return res;
        }
        public PhysicsBreakableBody(IEnumerable<Vertices> vertices, PhysicsWorld world, float density, object userData)
        {
            _world = world;
            _world.ContactManager.PostSolve += PostSolve;
            MainBody = new PhysicsBody(_world);
            MainBody.BodyType = BodyType.Dynamic;

            foreach (Vertices part in vertices)
            {
                PolygonShape polygonShape = new PolygonShape(part, density);
                Fixture fixture = MainBody.CreateFixture(polygonShape, userData);
                Parts.Add(fixture);
            }
        }
예제 #4
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        public static Fixture AttachEllipse(float xRadius, float yRadius, int edges, float density, PhysicsBody body,
            object userData)
        {
            if (xRadius <= 0)
                throw new ArgumentOutOfRangeException("xRadius", "X-radius must be more than 0");

            if (yRadius <= 0)
                throw new ArgumentOutOfRangeException("yRadius", "Y-radius must be more than 0");

            Vertices ellipseVertices = PolygonTools.CreateEllipse(xRadius, yRadius, edges);
            PolygonShape polygonShape = new PolygonShape(ellipseVertices, density);
            return body.CreateFixture(polygonShape, userData);
        }
예제 #5
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 public static Fixture AttachEdge(Vector2 start, Vector2 end, PhysicsBody body, object userData)
 {
     EdgeShape edgeShape = new EdgeShape(start, end);
     return body.CreateFixture(edgeShape, userData);
 }
예제 #6
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 public static Fixture AttachRectangle(float width, float height, float density, Vector2 offset, PhysicsBody body,
     object userData)
 {
     Vertices rectangleVertices = PolygonTools.CreateRectangle(width / 2, height / 2);
     rectangleVertices.Translate(ref offset);
     PolygonShape rectangleShape = new PolygonShape(rectangleVertices, density);
     return body.CreateFixture(rectangleShape, userData);
 }
예제 #7
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        public static Fixture AttachPolygon(Vertices vertices, float density, PhysicsBody body, object userData)
        {
            if (vertices.Count <= 1)
                throw new ArgumentOutOfRangeException("vertices", "Too few points to be a polygon");

            PolygonShape polygon = new PolygonShape(vertices, density);
            return body.CreateFixture(polygon, userData);
        }
예제 #8
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 public static Fixture AttachLoopShape(Vertices vertices, PhysicsBody body, object userData)
 {
     LoopShape shape = new LoopShape(vertices);
     return body.CreateFixture(shape, userData);
 }
예제 #9
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        /// <summary>
        /// Duplicates the given Body along the given path for approximatly the given copies.
        /// </summary>
        /// <param name="world">The world.</param>
        /// <param name="path">The path.</param>
        /// <param name="shapes">The shapes.</param>
        /// <param name="type">The type.</param>
        /// <param name="copies">The copies.</param>
        /// <param name="userData"></param>
        /// <returns></returns>
        public static List<PhysicsBody> EvenlyDistributeShapesAlongPath(PhysicsWorld world, Path path, IEnumerable<Shape> shapes,
                                                                 BodyType type, int copies, object userData)
        {
            List<Vector3> centers = path.SubdivideEvenly(copies);
            List<PhysicsBody> bodyList = new List<PhysicsBody>();

            for (int i = 0; i < centers.Count; i++)
            {
                PhysicsBody b = new PhysicsBody(world);

                // copy the type from original body
                b.BodyType = type;
                b.Position = new Vector2(centers[i].X, centers[i].Y);
                b.Rotation = centers[i].Z;

                foreach (Shape shape in shapes)
                {
                    b.CreateFixture(shape, userData);
                }

                bodyList.Add(b);
            }

            return bodyList;
        }
예제 #10
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        /// <summary>
        /// Convert a closed path into a polygon.
        /// Convex decomposition is automatically performed.
        /// </summary>
        /// <param name="path">The path.</param>
        /// <param name="body">The body.</param>
        /// <param name="density">The density.</param>
        /// <param name="subdivisions">The subdivisions.</param>
        public static void ConvertPathToPolygon(Path path, PhysicsBody body, float density, int subdivisions)
        {
            if (!path.Closed)
                throw new Exception("The path must be closed to convert to a polygon.");

            List<Vector2> verts = path.GetVertices(subdivisions);

            List<Vertices> decomposedVerts = EarclipDecomposer.ConvexPartition(new Vertices(verts));

            //List<Vertices> decomposedVerts = BayazitDecomposer.ConvexPartition(new Vertices(verts));

            foreach (Vertices item in decomposedVerts)
            {
                body.CreateFixture(new PolygonShape(item, density));
            }
        }
예제 #11
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        //Contributed by Matthew Bettcher
        /// <summary>
        /// Convert a path into a set of edges and attaches them to the specified body.
        /// Note: use only for static edges.
        /// </summary>
        /// <param name="path">The path.</param>
        /// <param name="body">The body.</param>
        /// <param name="subdivisions">The subdivisions.</param>
        public static void ConvertPathToEdges(Path path, PhysicsBody body, int subdivisions)
        {
            Vertices verts = path.GetVertices(subdivisions);

            if (path.Closed)
            {
                LoopShape loop = new LoopShape(verts);
                body.CreateFixture(loop);
            }
            else
            {
                for (int i = 1; i < verts.Count; i++)
                {
                    body.CreateFixture(new EdgeShape(verts[i], verts[i - 1]));
                }
            }
        }