private void GenerateTerrain(int gx, int gy) { FP ax = gx * CellSize; FP ay = gy * CellSize; List <Vertices> polys = MarchingSquares.DetectSquares(new AABB(new FPVector2(ax, ay), new FPVector2(ax + CellSize, ay + CellSize)), SubCellSize, SubCellSize, _terrainMap, Iterations, true); if (polys.Count == 0) { return; } _bodyMap[gx, gy] = new List <Body>(); // create the scale vector FPVector2 scale = new FPVector2(1f / PointsPerUnit, 1f / -PointsPerUnit); // create physics object for this grid cell foreach (Vertices item in polys) { // does this need to be negative? item.Scale(ref scale); item.Translate(ref _topLeft); Vertices simplified = SimplifyTools.CollinearSimplify(item, FP.Zero); List <Vertices> decompPolys = Triangulate.ConvexPartition(simplified, Decomposer, true, FP.EN3); foreach (Vertices poly in decompPolys) { if (poly.Count > 2) { _bodyMap[gx, gy].Add(BodyFactory.CreatePolygon(World, poly, 1, null)); } } } }
/// <summary> /// This is a high-level function to cuts fixtures inside the given world, using the start and end points. /// Note: We don't support cutting when the start or end is inside a shape. /// </summary> /// <param name="world">The world.</param> /// <param name="start">The startpoint.</param> /// <param name="end">The endpoint.</param> /// <returns>True if the cut was performed.</returns> public static bool Cut(World world, FPVector2 start, FPVector2 end) { List <Fixture> fixtures = new List <Fixture>(); List <FPVector2> entryPoints = new List <FPVector2>(); List <FPVector2> exitPoints = new List <FPVector2>(); //We don't support cutting when the start or end is inside a shape. if (world.TestPoint(start) != null || world.TestPoint(end) != null) { return(false); } //Get the entry points world.RayCast((f, p, n, fr) => { fixtures.Add(f); entryPoints.Add(p); return(1); }, start, end); //Reverse the ray to get the exitpoints world.RayCast((f, p, n, fr) => { exitPoints.Add(p); return(1); }, end, start); //We only have a single point. We need at least 2 if (entryPoints.Count + exitPoints.Count < 2) { return(false); } for (int i = 0; i < fixtures.Count; i++) { // can't cut circles or edges yet ! if (fixtures[i].Shape.ShapeType != ShapeType.Polygon) { continue; } if (fixtures[i].Body.BodyType != BodyType.Static) { //Split the shape up into two shapes Vertices first; Vertices second; SplitShape(fixtures[i], entryPoints[i], exitPoints[i], out first, out second); //Delete the original shape and create two new. Retain the properties of the body. if (first.CheckPolygon() == PolygonError.NoError) { Body firstFixture = BodyFactory.CreatePolygon(world, first, fixtures[i].Shape.Density, fixtures[i].Body.Position); firstFixture.Rotation = fixtures[i].Body.Rotation; firstFixture.LinearVelocity = fixtures[i].Body.LinearVelocity; firstFixture.AngularVelocity = fixtures[i].Body.AngularVelocity; firstFixture.BodyType = BodyType.Dynamic; } if (second.CheckPolygon() == PolygonError.NoError) { Body secondFixture = BodyFactory.CreatePolygon(world, second, fixtures[i].Shape.Density, fixtures[i].Body.Position); secondFixture.Rotation = fixtures[i].Body.Rotation; secondFixture.LinearVelocity = fixtures[i].Body.LinearVelocity; secondFixture.AngularVelocity = fixtures[i].Body.AngularVelocity; secondFixture.BodyType = BodyType.Dynamic; } world.RemoveBody(fixtures[i].Body); } } return(true); }