Пример #1
0
        //loop through all rigidbodies and add each one to the graph
        public static void PopulateGraph(Physics.PhysicsEngine physEng, Node topNode)
        {
            foreach (var rb in physEng.staticPhysicsObjects)
            {
                //create the rigibody's node
                topNode.AddNode(GraphBuilder.CreateNodesFromRB(rb, topNode.index, topNode.internalNodes.Count));
                AddInternalConnections(topNode.internalNodes[topNode.internalNodes.Count - 1]);

                //connect the new node to the previous nodes
                for (int i = 0; i < topNode.internalNodes.Count - 1; ++i)
                {
                    GraphBuilder.AddConnections(topNode.internalNodes[topNode.internalNodes.Count - 1], topNode.internalNodes[i]);
                }
            }

            foreach (Physics.MovingPlatform mp in physEng.movingPlatforms)
            {
                //create the rigibody's node
                topNode.AddNode(new NodeOnRails(GraphBuilder.CreateNodesFromRB(mp.platform, topNode.index, topNode.internalNodes.Count), mp.point1, mp.point2));
                AddInternalConnections(topNode.internalNodes[topNode.internalNodes.Count - 1]);

                //connect the new node to the previous nodes
                for (int j = 0; j < topNode.internalNodes.Count - 1; ++j)
                {
                    GraphBuilder.AddConnections(topNode.internalNodes[topNode.internalNodes.Count - 1], topNode.internalNodes[j]);
                }
            }

            //Note: this method does not cull connections that get blocked by new rigidbodies.
            //The naive solution to this would increase an already long graph generation time, and as such has not been implemented.
        }
Пример #2
0
        //given a rigidbody, create its node and its child nodes, then return its node
        public static Node CreateNodesFromRB(Physics.RigidBody theRB, NodeIndex parentIndex, int localIndex)
        {
            //create the node for the rigidbody
            Node rigidBody = new Node(theRB.Position, new NodeIndex(parentIndex, localIndex), NODE_TYPE.RIGIDBODY);

            //this temporary position is used to place the child nodes
            Physics.Vector2D nodePosition = new Physics.Vector2D();
            nodePosition.Y = theRB.Shape.ComputeAABB().MIN.Y - (Physics.Player.playerRadius + 1);


            //Create the leftmost fall node
            nodePosition.X = theRB.Shape.ComputeAABB().MIN.X - (Physics.Player.playerRadius + 1);
            rigidBody.AddNode(new Node(new Physics.Vector2D(nodePosition), new NodeIndex(rigidBody.index, rigidBody.internalNodes.Count), NODE_TYPE.FALL));


            //Move the node position so it is not above a sheer drop
            nodePosition.X = theRB.Shape.ComputeAABB().MIN.X + (Physics.Player.playerRadius / 2);

            //Create the regular nodes an even distance apart
            float surfaceWidth  = theRB.Shape.ComputeAABB().MAX.X - theRB.Shape.ComputeAABB().MIN.X;
            int   numberOfNodes = (int)(surfaceWidth / (Physics.Player.playerRadius * 2) + 0.5);
            float step          = (surfaceWidth - Physics.Player.playerRadius) / numberOfNodes;

            for (int i = 0; i <= numberOfNodes; ++i)
            {
                rigidBody.AddNode(new Node(new Physics.Vector2D(nodePosition), new NodeIndex(rigidBody.index, rigidBody.internalNodes.Count), NODE_TYPE.FLOOR));
                nodePosition.X += step;
            }


            //Create the rightmost fall node
            nodePosition.X = theRB.Shape.ComputeAABB().MAX.X + (Physics.Player.playerRadius + 1);
            rigidBody.AddNode(new Node(new Physics.Vector2D(nodePosition), new NodeIndex(rigidBody.index, rigidBody.internalNodes.Count), NODE_TYPE.FALL));


            return(rigidBody);
        }