private void scaleShape(b2Shape shape, bool isOnlyCenter = false) { if (shape is b2PolygonShape) { b2PolygonShape poly = shape as b2PolygonShape; List <b2Vec2> vertices = poly.GetVertices(); for (int i = 0; i < vertices.Count; i++) { vertices[i].x *= transform.lossyScale.x; vertices[i].y *= transform.lossyScale.y; } } else if (shape is b2CircleShape) { b2CircleShape circle = shape as b2CircleShape; if (!isOnlyCenter) { float scale = Mathf.Max(transform.lossyScale.x, transform.lossyScale.y); circle.SetRadius(circle.GetRadius() * scale); } var offset = circle.GetLocalPosition(); offset.x *= transform.lossyScale.x; offset.y *= transform.lossyScale.y; circle.SetLocalPosition(offset); } }
public CircleProp( b2World b2world, double[] size, double[] position ) { /* * static rectangle shaped prop * * pars: * size - array [width, height] * position - array [x, y], in world meters, of center */ this.size = size; //initialize body var bdef = new b2BodyDef(); bdef.position = new b2Vec2(position[0], position[1]); bdef.angle = 0; bdef.fixedRotation = true; this.body = b2world.CreateBody(bdef); //initialize shape var fixdef = new b2FixtureDef(); var shape = new b2CircleShape(); fixdef.shape = shape; shape.SetRadius(this.size[0] / 2); fixdef.restitution = 0.4; //positively bouncy! this.body.CreateFixture(fixdef); }
/**在编辑器更改碰撞器的形状Shape时*/ private void onEditShape(object[] args) { Collider2D collider = (Collider2D)args [0]; b2Fixture[] fixtures = _fixtureDict [collider]; if (collider is BoxCollider2D) { b2Fixture fixture = fixtures[0]; b2Shape s = fixture.GetShape(); float sizeX = (float)args [1]; float sizeY = (float)args [2]; BoxCollider2D boxColl = collider as BoxCollider2D; b2PolygonShape polygon = s as b2PolygonShape; polygon.SetAsOrientedBox(sizeX * 0.5f, sizeY * 0.5f, new b2Vec2(boxColl.offset.x, boxColl.offset.y), 0); scaleShape(polygon); _body.SetAwake(true); } else if (collider is PolygonCollider2D) { Vector2[] points = (Vector2[])args[1]; int len = points.Length; b2Vec2[] vertices = new b2Vec2[len]; for (int i = 0; i < len; i++) { vertices[i] = new b2Vec2(points[i].x, points[i].y); } b2FixtureDef fixtureDef = new b2FixtureDef(); fixtureDef.density = fixtures[0].GetDensity(); fixtureDef.friction = fixtures[0].GetFriction(); fixtureDef.isSensor = fixtures[0].IsSensor(); fixtureDef.restitution = fixtures[0].GetRestitution(); int j = fixtures.Length; while (--j >= 0) { _body.DestroyFixture(fixtures[j]); } b2Separator sep = new b2Separator(); _fixtureDict [collider] = sep.Separate(_body, fixtureDef, vertices, 1); fixtures = _fixtureDict [collider]; for (j = 0; j < fixtures.Length; j++) { scaleShape(fixtures[j].GetShape()); } _body.SetAwake(true); } else if (collider is CircleCollider2D) { b2Fixture fixture = fixtures[0]; float radius = (float)args[1]; float cx = (float)args[2]; float cy = (float)args[3]; b2Shape s = fixture.GetShape(); b2CircleShape circle = s as b2CircleShape; circle.SetRadius(radius); circle.SetLocalPosition(new b2Vec2(cx, cy)); scaleShape(circle); _body.SetAwake(true); } }