Пример #1
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        public static List <Fixture> AttachSolidArc(FP density, FP radians, int sides, FP radius, FPVector2 position, FP angle, Body body)
        {
            Vertices arc = PolygonTools.CreateArc(radians, sides, radius);

            arc.Rotate((FP.Pi - radians) / 2 + angle);

            arc.Translate(ref position);

            //Close the arc
            arc.Add(arc[0]);

            List <Vertices> triangles = Triangulate.ConvexPartition(arc, TriangulationAlgorithm.Earclip, true, FP.EN3);

            return(AttachCompoundPolygon(triangles, density, body));
        }
Пример #2
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        /// <summary>
        /// Creates a rounded rectangle.
        /// Note: Automatically decomposes the capsule if it contains too many vertices (controlled by Settings.MaxPolygonVertices)
        /// </summary>
        /// <param name="world">The world.</param>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="xRadius">The x radius.</param>
        /// <param name="yRadius">The y radius.</param>
        /// <param name="segments">The segments.</param>
        /// <param name="density">The density.</param>
        /// <param name="position">The position.</param>
        /// <returns></returns>
        public static Body CreateRoundedRectangle(World world, FP width, FP height, FP xRadius, FP yRadius, int segments, FP density, FPVector2 position, object userData = null)
        {
            Vertices verts = PolygonTools.CreateRoundedRectangle(width, height, xRadius, yRadius, segments);

            //There are too many vertices in the capsule. We decompose it.
            if (verts.Count >= Settings.MaxPolygonVertices)
            {
                List <Vertices> vertList = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Earclip, true, FP.EN3);
                Body            body     = CreateCompoundPolygon(world, vertList, density, userData);
                body.Position = position;
                return(body);
            }

            return(CreatePolygon(world, verts, density, null));
        }
Пример #3
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        public static Body CreateGear(World world, FP radius, int numberOfTeeth, FP tipPercentage, FP toothHeight, FP density, object userData = null)
        {
            Vertices gearPolygon = PolygonTools.CreateGear(radius, numberOfTeeth, tipPercentage, toothHeight);

            //Gears can in some cases be convex
            if (!gearPolygon.IsConvex())
            {
                //Decompose the gear:
                List <Vertices> list = Triangulate.ConvexPartition(gearPolygon, TriangulationAlgorithm.Earclip, true, FP.EN3);

                return(CreateCompoundPolygon(world, list, density, userData));
            }

            return(CreatePolygon(world, gearPolygon, density, userData));
        }
        /// <summary>
        /// Convert a closed path into a polygon.
        /// Convex decomposition is automatically performed.
        /// </summary>
        /// <param name="path">The path.</param>
        /// <param name="body">The body.</param>
        /// <param name="density">The density.</param>
        /// <param name="subdivisions">The subdivisions.</param>
        public static void ConvertPathToPolygon(Path path, Body body, FP density, int subdivisions)
        {
            if (!path.Closed)
            {
                throw new Exception("The path must be closed to convert to a polygon.");
            }

            List <FPVector2> verts = path.GetVertices(subdivisions);

            List <Vertices> decomposedVerts = Triangulate.ConvexPartition(new Vertices(verts), TriangulationAlgorithm.Bayazit, true, FP.EN3);

            foreach (Vertices item in decomposedVerts)
            {
                body.CreateFixture(new PolygonShape(item, density));
            }
        }
Пример #5
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        /// <summary>
        /// Creates a capsule.
        /// Note: Automatically decomposes the capsule if it contains too many vertices (controlled by Settings.MaxPolygonVertices)
        /// </summary>
        /// <returns></returns>
        public static Body CreateCapsule(World world, FP height, FP topRadius, int topEdges, FP bottomRadius, int bottomEdges, FP density, FPVector2 position, object userData = null)
        {
            Vertices verts = PolygonTools.CreateCapsule(height, topRadius, topEdges, bottomRadius, bottomEdges);

            Body body;

            //There are too many vertices in the capsule. We decompose it.
            if (verts.Count >= Settings.MaxPolygonVertices)
            {
                List <Vertices> vertList = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Earclip, true, FP.EN3);
                body          = CreateCompoundPolygon(world, vertList, density, userData);
                body.Position = position;

                return(body);
            }

            body          = CreatePolygon(world, verts, density, userData);
            body.Position = position;

            return(body);
        }
Пример #6
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        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));
                    }
                }
            }
        }