Пример #1
0
        bool IRaySegmentsCollidable.TryGetRayCollision(Body thisBody, Body raysBody, RaySegmentsShape raySegments, out RaySegmentIntersectionInfo info)
        {
            bool intersects = false;

            RaySegment[] segments = raySegments.Segments;
            Scalar[]     result   = new Scalar[segments.Length];
            Scalar       temp;

            Vector2D[][] polygons = this.Polygons;
            for (int index = 0; index < segments.Length; ++index)
            {
                result[index] = -1;
            }
            Matrix2x3 matrix = raysBody.Matrices.ToBody * thisBody.Matrices.ToWorld;

            for (int polyIndex = 0; polyIndex < polygons.Length; ++polyIndex)
            {
                Vector2D[] unTrans = polygons[polyIndex];
                Vector2D[] polygon = new Vector2D[unTrans.Length];
                for (int index = 0; index < unTrans.Length; ++index)
                {
                    Vector2D.Transform(ref matrix, ref unTrans[index], out polygon[index]);
                }
                BoundingRectangle rect;
                BoundingRectangle.FromVectors(polygon, out rect);
                BoundingPolygon poly = new BoundingPolygon(polygon);
                for (int index = 0; index < segments.Length; ++index)
                {
                    RaySegment segment = segments[index];
                    rect.Intersects(ref segment.RayInstance, out temp);
                    if (temp >= 0 && temp <= segment.Length)
                    {
                        poly.Intersects(ref segment.RayInstance, out temp);
                        if (temp >= 0 && temp <= segment.Length)
                        {
                            if (result[index] == -1 || temp < result[index])
                            {
                                result[index] = temp;
                            }
                            intersects = true;
                        }
                    }
                }
            }
            if (intersects)
            {
                info = new RaySegmentIntersectionInfo(result);
            }
            else
            {
                info = null;
            }
            return(intersects);
        }
Пример #2
0
        public static DisposeCallback CreateTank(DemoOpenInfo info, Vector2D position, List <Body> result)
        {
            Lifespan avatarLifespan = new Lifespan();

            IShape shape = ShapeFactory.CreateSprite(Cache <SurfacePolygons> .GetItem("tank.png"), 4, 18, 2);

            ObjectIgnorer ignorer  = new ObjectIgnorer();
            Body          tankBody = new Body(new PhysicsState(new ALVector2D(0, 0, 0)),
                                              shape,
                                              300,//new MassInfo(40, Scalar.PositiveInfinity),
                                              new Coefficients(0, 1),
                                              avatarLifespan);

            result.Add(tankBody);
            tankBody.State.Position.Linear += position;
            tankBody.ApplyPosition();

            tankBody.CollisionIgnorer = ignorer;
            BodyGraphic graphic = CreateGraphic(tankBody);

            graphic.ZOrder = 2;
            info.Scene.AddGraphic(graphic);

            Scalar            wheelSize     = 18;
            Scalar            wheelSpacing  = -9;
            Scalar            lenghtPercent = .84f;
            Matrix2x3         ident         = Matrix2x3.Identity;
            BoundingRectangle rect;

            shape.CalcBoundingRectangle(ref ident, out rect);
            Scalar          y         = (rect.Max.Y + 4);
            Body            lastWheel = null;
            BoundingPolygon polygon   = new BoundingPolygon(shape.Vertexes);

            Ray      ray2 = new Ray(new Vector2D(rect.Max.X, y), -Vector2D.YAxis);
            Scalar   y3   = y - polygon.Intersects(ray2);
            Vector2D avatarBarrelOffset = new Vector2D(rect.Max.X + 10, y3);

            CircleShape wheelShape = ShapeFactory.CreateColoredCircle(wheelSize, 30);
            Scalar      force      = 0;

            for (Scalar x = rect.Min.X + wheelSize; x < (rect.Max.X - wheelSize) * lenghtPercent; x += (wheelSize * 2 + wheelSpacing))
            {
                Ray    ray = new Ray(new Vector2D(x, y), -Vector2D.YAxis);
                Scalar y2  = y - polygon.Intersects(ray);



                Vector2D offset = new Vector2D(x, y2);

                Body wheel = new Body(
                    new PhysicsState(new ALVector2D(0, offset + position)),
                    wheelShape,
                    10,
                    new Coefficients(0, 3),//  coefficients.Duplicate(),
                    avatarLifespan);
                result.Add(wheel);

                wheel.CollisionIgnorer = ignorer;
                wheel.AngularDamping   = .9f;
                wheel.Updated         += delegate(object sender, UpdatedEventArgs e)
                {
                    wheel.State.ForceAccumulator.Angular += force;
                };
                info.Scene.AddGraphic(CreateGraphic(wheel));

                HingeJoint joint = new HingeJoint(tankBody, wheel, offset + position, avatarLifespan);
                joint.Softness = .1f;
                info.Scene.Engine.AddJoint(joint);

                if (lastWheel != null)
                {
                    AngleJoint joint2 = new AngleJoint(lastWheel, wheel, avatarLifespan);
                    info.Scene.Engine.AddJoint(joint2);
                }
                lastWheel = wheel;
            }


            CircleShape weaponShape = ShapeFactory.CreateColoredCircle(5, 8);

            //now begins the abuse of anominous delegates (BIG TIME)

            EventHandler <KeyboardEventArgs> keyDownHandler = delegate(object sender, KeyboardEventArgs e)
            {
                switch (e.Key)
                {
                case Key.LeftArrow:
                    force = -1500000;
                    break;

                case Key.RightArrow:
                    force = 1500000;
                    break;

                case Key.Space:

                    Scalar velocity = 2000;

                    Matrix2x3 toWorld       = tankBody.Matrices.ToWorld;
                    Matrix2x2 toWorldNormal = tankBody.Matrices.ToWorldNormal;

                    //  Matrix2D mat = avatarBodies[0].Matrices.ToWorld;
                    Vector2D     direction = toWorldNormal * Vector2D.XAxis;
                    PhysicsState state     = new PhysicsState();
                    state.Position.Linear = toWorld * (avatarBarrelOffset);
                    state.Velocity.Linear = velocity * direction + tankBody.State.Velocity.Linear;

                    Body weapon = new Body(state,
                                           weaponShape,
                                           5,
                                           new Coefficients(1, 1),
                                           new Lifespan(10));
                    //weapon.CollisionIgnorer = tankBody.CollisionIgnorer;

                    weapon.Collided += delegate(object sender2, CollisionEventArgs e2)
                    {
                        if (!weapon.Lifetime.IsExpired)
                        {
                            weapon.Lifetime.IsExpired = true;
                            AddParticles(info, weapon.State.Position.Linear, weapon.State.Velocity.Linear * .5f, 50);
                        }
                    };

                    //  weapon.Collided += weapon_Collided;
                    tankBody.State.Velocity.Linear -= (velocity * weapon.Mass.Mass * tankBody.Mass.MassInv) * direction;
                    info.Scene.AddGraphic(CreateGraphic(weapon));
                    break;
                }
            };
            EventHandler <KeyboardEventArgs> keyUpHandler = delegate(object sender, KeyboardEventArgs e)
            {
                switch (e.Key)
                {
                case Key.LeftArrow:
                    force = 0;
                    break;

                case Key.RightArrow:
                    force = 0;
                    break;
                }
            };

            Events.KeyboardDown += keyDownHandler;
            Events.KeyboardUp   += keyUpHandler;

            return(delegate()
            {
                Events.KeyboardDown -= keyDownHandler;
                Events.KeyboardUp -= keyUpHandler;
            });
        }