/// <summary> /// Apply properties in text box to currently selected object. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void b_ApplyProperties_Click(object sender, EventArgs e) { // apply these new settings if (currentlySelectedObject != null && AreObjPropertiesValid()) { float newScale = float.Parse(tb_Scale.Text); currentlySelectedObject.Width = (currentlySelectedObject.Width / currentlySelectedObject.scale) * newScale; if ((currentlySelectedObject is InstasteelCircleObject || (currentlySelectedObject is CircleObject && !(currentlySelectedObject is PaintedObject)))) { currentlySelectedObject.Height = currentlySelectedObject.Width; float radius = (float)currentlySelectedObject.Width / (2 * CASSWorld.SCALE); // circle objects only currentlySelectedObject.RemoveFromWorld(); CircleDef shape = new CircleDef(); shape.Radius = radius; // HACK HACK HACK - this won't work for objects that have more than one shape! shape.Density = currentlySelectedObject.shapes[0].Density; shape.Friction = currentlySelectedObject.shapes[0].Friction; shape.Restitution = currentlySelectedObject.shapes[0].Restitution; currentlySelectedObject.shapes.Clear(); // get rid of the old, unscaled shape currentlySelectedObject.shapes.Add(shape); // add the new one currentlySelectedObject.AddToWorld(); } else if (currentlySelectedObject.TextureFilename == "Art\\Objects\\BoxObjects\\bottomTexture2273") { float halfWidth = (float)currentlySelectedObject.Width / (2 * CASSWorld.SCALE); float halfHeight = (float)currentlySelectedObject.Height / (2 * CASSWorld.SCALE); // box object only... currentlySelectedObject.RemoveFromWorld(); // Create the collision shape PolygonDef shape = new PolygonDef(); shape.SetAsBox(halfWidth, halfHeight); // HACK HACK HACK - this won't work for objects that have more than one shape! shape.Density = currentlySelectedObject.shapes[0].Density; shape.Friction = currentlySelectedObject.shapes[0].Friction; shape.Restitution = currentlySelectedObject.shapes[0].Restitution; currentlySelectedObject.shapes.Clear(); // get rid of the old, unscaled shape currentlySelectedObject.shapes.Add(shape); // add the new one currentlySelectedObject.AddToWorld(); } else if (currentlySelectedObject is InstasteelObject || !(currentlySelectedObject is PaintedObject)) { currentlySelectedObject.Height = (currentlySelectedObject.Height / currentlySelectedObject.scale) * newScale; // Determine dimensions float halfWidth = (float)currentlySelectedObject.Width / (2 * CASSWorld.SCALE); float halfHeight = (float)currentlySelectedObject.Height / (2 * CASSWorld.SCALE); // box object only... currentlySelectedObject.RemoveFromWorld(); // Create the collision shape PolygonDef shape = new PolygonDef(); shape.SetAsBox(halfWidth, halfHeight); // HACK HACK HACK - this won't work for objects that have more than one shape! shape.Density = currentlySelectedObject.shapes[0].Density; shape.Friction = currentlySelectedObject.shapes[0].Friction; shape.Restitution = currentlySelectedObject.shapes[0].Restitution; currentlySelectedObject.shapes.Clear(); // get rid of the old, unscaled shape currentlySelectedObject.shapes.Add(shape); // add the new one currentlySelectedObject.AddToWorld(); } if ((bool)cBox_StaticObject.Checked) { MassData mass = new MassData(); mass.Mass = 0f; currentlySelectedObject.Body.SetMass(mass); } else if (currentlySelectedObject.Body.GetMass()==0) { MassData mass = new MassData(); mass.Mass = 1f; currentlySelectedObject.Body.SetMass(mass); currentlySelectedObject.Body.GetShapeList().Density = 1f; currentlySelectedObject.Body.SetMassFromShapes(); } float newRotation = float.Parse(tb_Rotation.Text); currentlySelectedObject.Angle = MathHelper.ToRadians(newRotation); currentlySelectedObject.scale = newScale; float newbound1 = float.Parse(tb_bound1.Text); float newbound2 = float.Parse(tb_bound2.Text); if (currentlySelectedObject is MovingObject) { MovingObject temp = (MovingObject)currentlySelectedObject; temp.bound1 = temp.Position.Y - newbound1; temp.bound2 = temp.Position.Y + newbound2; Console.WriteLine(temp.bound1 + " " + temp.bound2); currentlySelectedObject = temp; } else if (currentlySelectedObject is HorizontalMovingObject) { HorizontalMovingObject temp = (HorizontalMovingObject)currentlySelectedObject; temp.bound1 = temp.Position.X - newbound1; temp.bound2 = temp.Position.X + newbound2; currentlySelectedObject = temp; } } pb_Level.Refresh(); }
internal PolygonShape(ShapeDef def) : base(def) { Box2DXDebug.Assert(def.Type == ShapeType.PolygonShape); _type = ShapeType.PolygonShape; PolygonDef poly = (PolygonDef)def; // Get the vertices transformed into the body frame. _vertexCount = poly.VertexCount; Box2DXDebug.Assert(3 <= _vertexCount && _vertexCount <= Settings.MaxPolygonVertices); // Copy vertices. for (int i = 0; i < _vertexCount; ++i) { _vertices[i] = poly.Vertices[i]; } // Compute normals. Ensure the edges have non-zero length. for (int i = 0; i < _vertexCount; ++i) { int i1 = i; int i2 = i + 1 < _vertexCount ? i + 1 : 0; Vec2 edge = _vertices[i2] - _vertices[i1]; Box2DXDebug.Assert(edge.LengthSquared() > Common.Settings.FLT_EPSILON * Common.Settings.FLT_EPSILON); _normals[i] = Vec2.Cross(edge, 1.0f); _normals[i].Normalize(); } #if DEBUG // Ensure the polygon is convex. for (int i = 0; i < _vertexCount; ++i) { for (int j = 0; j < _vertexCount; ++j) { // Don't check vertices on the current edge. if (j == i || j == (i + 1) % _vertexCount) { continue; } // Your polygon is non-convex (it has an indentation). // Or your polygon is too skinny. float s = Vec2.Dot(_normals[i], _vertices[j] - _vertices[i]); Box2DXDebug.Assert(s < -Settings.LinearSlop); } } // Ensure the polygon is counter-clockwise. for (int i = 1; i < _vertexCount; ++i) { float cross = Vec2.Cross(_normals[i - 1], _normals[i]); // Keep asinf happy. cross = Common.Math.Clamp(cross, -1.0f, 1.0f); // You have consecutive edges that are almost parallel on your polygon. float angle = (float)System.Math.Asin(cross); Box2DXDebug.Assert(angle > Settings.AngularSlop); } #endif // Compute the polygon centroid. _centroid = ComputeCentroid(poly.Vertices, poly.VertexCount); // Compute the oriented bounding box. ComputeOBB(out _obb, _vertices, _vertexCount); // Create core polygon shape by shifting edges inward. // Also compute the min/max radius for CCD. for (int i = 0; i < _vertexCount; ++i) { int i1 = i - 1 >= 0 ? i - 1 : _vertexCount - 1; int i2 = i; Vec2 n1 = _normals[i1]; Vec2 n2 = _normals[i2]; Vec2 v = _vertices[i] - _centroid;; Vec2 d = new Vec2(); d.X = Vec2.Dot(n1, v) - Settings.ToiSlop; d.Y = Vec2.Dot(n2, v) - Settings.ToiSlop; // Shifting the edge inward by b2_toiSlop should // not cause the plane to pass the centroid. // Your shape has a radius/extent less than b2_toiSlop. Box2DXDebug.Assert(d.X >= 0.0f); Box2DXDebug.Assert(d.Y >= 0.0f); Mat22 A = new Mat22(); A.Col1.X = n1.X; A.Col2.X = n1.Y; A.Col1.Y = n2.X; A.Col2.Y = n2.Y; _coreVertices[i] = A.Solve(d) + _centroid; } }
internal PolygonShape(ShapeDef def) : base(def) { Box2DXDebug.Assert(def.Type == ShapeType.PolygonShape); this._type = ShapeType.PolygonShape; PolygonDef polygonDef = (PolygonDef)def; this._vertexCount = polygonDef.VertexCount; Box2DXDebug.Assert(3 <= this._vertexCount && this._vertexCount <= Settings.MaxPolygonVertices); for (int i = 0; i < this._vertexCount; i++) { this._vertices[i] = polygonDef.Vertices[i]; } for (int i = 0; i < this._vertexCount; i++) { int num = i; int num2 = (i + 1 < this._vertexCount) ? (i + 1) : 0; Vec2 a = this._vertices[num2] - this._vertices[num]; Box2DXDebug.Assert(a.LengthSquared() > Settings.FLT_EPSILON * Settings.FLT_EPSILON); this._normals[i] = Vec2.Cross(a, 1f); this._normals[i].Normalize(); } for (int i = 0; i < this._vertexCount; i++) { for (int j = 0; j < this._vertexCount; j++) { if (j != i && j != (i + 1) % this._vertexCount) { float num3 = Vec2.Dot(this._normals[i], this._vertices[j] - this._vertices[i]); Box2DXDebug.Assert(num3 < -Settings.LinearSlop); } } } for (int i = 1; i < this._vertexCount; i++) { float num4 = Vec2.Cross(this._normals[i - 1], this._normals[i]); num4 = Box2DX.Common.Math.Clamp(num4, -1f, 1f); float num5 = (float)System.Math.Asin((double)num4); Box2DXDebug.Assert(num5 > Settings.AngularSlop); } this._centroid = PolygonShape.ComputeCentroid(polygonDef.Vertices, polygonDef.VertexCount); PolygonShape.ComputeOBB(out this._obb, this._vertices, this._vertexCount); for (int i = 0; i < this._vertexCount; i++) { int num = (i - 1 >= 0) ? (i - 1) : (this._vertexCount - 1); int num2 = i; Vec2 a2 = this._normals[num]; Vec2 a3 = this._normals[num2]; Vec2 b = this._vertices[i] - this._centroid; Vec2 b2 = default(Vec2); b2.X = Vec2.Dot(a2, b) - Settings.ToiSlop; b2.Y = Vec2.Dot(a3, b) - Settings.ToiSlop; Box2DXDebug.Assert(b2.X >= 0f); Box2DXDebug.Assert(b2.Y >= 0f); Mat22 mat = default(Mat22); mat.Col1.X = a2.X; mat.Col2.X = a2.Y; mat.Col1.Y = a3.X; mat.Col2.Y = a3.Y; this._coreVertices[i] = mat.Solve(b2) + this._centroid; } }