Пример #1
0
        public PathEntity GetPathEntity(Vector2 scale)
        {
            float        scaleD     = (scale.X + scale.Y) / 2;
            PathEntity   pathEntity = new PathEntity();
            List <Shape> shapes     = new List <Shape>();
            Body         b          = Body.GetPhysicsBody(scale);

            foreach (var fix in b.FixtureList)
            {
                shapes.Add(fix.Shape);
            }


            Path p = new Path();

            foreach (Vector2 node in Path)
            {
                p.Add(UnitsConverter.ToSimUnits(node) * scale);
            }

            pathEntity.Bodies = PathManager.EvenlyDistributeShapesAlongPath(
                Platform.Instance.PhysicsWorld,
                p,
                shapes,
                Body.Static ? BodyType.Static : BodyType.Dynamic,
                BodyCount + 1
                );

            foreach (var link in pathEntity.Bodies)
            {
                link.CollisionGroup = b.FixtureList[0].CollisionGroup;
            }

            Platform.Instance.PhysicsWorld.RemoveBody(b);

            switch (JointType)
            {
            case JointType.Revolute:

                pathEntity.Joints = new List <Joint>(PathManager.AttachBodiesWithRevoluteJoint(
                                                         Platform.Instance.PhysicsWorld,
                                                         pathEntity.Bodies,
                                                         UnitsConverter.ToSimUnits(Anchor1) * scale,
                                                         UnitsConverter.ToSimUnits(Anchor2) * scale,
                                                         ConnectFirstAndLast,
                                                         CollideConnected
                                                         ));

                return(pathEntity);

            case JointType.Slider:

                pathEntity.Joints = new List <Joint>(PathManager.AttachBodiesWithSliderJoint(
                                                         Platform.Instance.PhysicsWorld,
                                                         pathEntity.Bodies,
                                                         UnitsConverter.ToSimUnits(Anchor1) * scale,
                                                         UnitsConverter.ToSimUnits(Anchor2) * scale,
                                                         ConnectFirstAndLast,
                                                         CollideConnected,
                                                         UnitsConverter.ToSimUnits(MaxLength) * scaleD,
                                                         UnitsConverter.ToSimUnits(MinLength) * scaleD
                                                         ));

                return(pathEntity);
            }

            return(new PathEntity());
        }