// ----------------------- // --- Package Methods --- // ----------------------- public void Print() { for (int i = 0; i < m_List.Count; i++) { IPoly p = GetInnerPoly(i); Console.WriteLine("InnerPoly(" + i + ").hole=" + p.IsHole()); for (int j = 0; j < p.PointCount; j++) { Console.WriteLine(p.GetX(j) + " " + p.GetY(j)); } } }
private static bool OPTIMAL( IPoly p, int i ) { return (p.GetY(PREV_INDEX(i, p.PointCount)) != p.GetY(i)) || (p.GetY(NEXT_INDEX(i, p.PointCount)) != p.GetY(i)) ; }
/// <summary> /// Recursively process the polygon to attempt to find a /// single polygon element that could be added to the physics /// layer without any holes or additional physics. /// </summary> private void CreateJunctionPhysics( int depth, IPoly poly, RectangleF bounds) { // Ignore empty polygons if (poly.InnerPolygonCount == 0) return; // See if we are a solid polygon double areaDifference = bounds.Width * bounds.Height - poly.Area; if (poly.InnerPolygonCount == 1) { if (poly.IsHole()) // Don't add holes return; if (poly.PointCount == 4 && areaDifference <= 0.1f) // We appear to be at least mostly solid, drop it return; } // If we have more than one polygon, split it if (poly.InnerPolygonCount > 1 || bounds.Width > Constants.MaximumJunctionPhysicsBlock || bounds.Height > Constants.MaximumJunctionPhysicsBlock) { // We split the polygon into quads and process each // one to add it recursively. CreateJunctionPhysics(depth + 1, poly, bounds, 0, 0); CreateJunctionPhysics(depth + 1, poly, bounds, 0, 1); CreateJunctionPhysics(depth + 1, poly, bounds, 1, 1); CreateJunctionPhysics(depth + 1, poly, bounds, 1, 0); return; } // We should never get a hole if (poly.IsHole()) { // We shouldn't get this Log.Error("Got a top-level polygon hole"); return; } // Create a polygon shape as vectors LinkedList<Vector2D> vectors = new LinkedList<Vector2D>(); for (int i = 0; i < poly.PointCount; i++) { // Get the coordinates float x = (float) poly.GetX(i); float y = (float) poly.GetY(i); // Create the vector vectors.Add(new Vector2D(x, y)); } // Convert it into a physics2d polygon shape. Making the // PolygonShape second parameter too small makes the game // basically unusable in terms of stage generation but // more accurate for impacts with the side. Vector2D [] array = vectors.ToArray(); IShape ps = new PolygonShape(array, 5f); physicsShapes.Add(ps); }
/// <summary> /// Renders an arbitrary polygon to the context. /// </summary> private void RenderPolygon( Context g, IPoly poly, PointF point, Color color) { // Save the first point PointF firstPoint = PointF.Empty; // Go through the points of the polygon for (int i = 0; i < poly.PointCount; i++) { // Pull out the coordinates float x = (float) poly.GetX(i); float y = (float) poly.GetY(i); PointF p = new PointF(cx + point.X + x, cy + point.Y + y); // Either move or line if (firstPoint == PointF.Empty) { firstPoint = p; g.MoveTo(p.X, p.Y); } else { g.LineTo(p.X, p.Y); } } // Finish up g.LineTo(firstPoint.X, firstPoint.Y); g.Color = color; g.Fill(); }