public static FBBody CreateCircle(float radius, Vector2 offset)
        {
            var body = new FBBody();

            body.collider = new FBCircle(radius, offset);
            return(body);
        }
        public static FBBody CreatePolygon(List <Vector2> points)
        {
            var       body     = new FBBody();
            FBPolygon collider = new FBPolygon();

            points.ForEach(x => collider.AddPoint(x.X, x.Y));
            body.collider = collider;
            return(body);
        }
示例#3
0
 private FBQuadTreeNode GetValidSubNode(FBBody body)
 {
     foreach (var subNode in subNodes)
     {
         if (subNode.bounds.Contains(body.AABB))
         {
             return(subNode);
         }
     }
     return(null);
 }
        public static FBBody CreateRectangle(float width, float height, bool centered)
        {
            var body = new FBBody();

            if (centered)
            {
                body.collider = new FBRectangle(-width / 2, -height / 2, width / 2, height / 2);
            }
            else
            {
                body.collider = new FBRectangle(0, 0, width, height);
            }
            return(body);
        }
示例#5
0
        private static List <CollisionInfo> GetPairsForBody(FBBody firstBody)
        {
            List <CollisionInfo> pairs = new List <CollisionInfo>();
            var x  = firstBody.AABB.Left;
            var y  = firstBody.AABB.Top;
            var x2 = firstBody.AABB.Right;
            var y2 = firstBody.AABB.Bottom;

            if (firstBody.MovementX >= 0)
            {
                x2 += (int)firstBody.MovementX;
            }
            else
            {
                x -= (int)firstBody.MovementX;
            }

            if (firstBody.MovementY >= 0)
            {
                y2 += (int)firstBody.MovementY;
            }
            else
            {
                y -= (int)firstBody.MovementY;
            }

            var sweptAABB = new Rectangle(x, y, x2 - x, y2 - y);

            var potentials = bodiesHash.GetRectangle(sweptAABB);

            foreach (var p in potentials)
            {
                if (p != firstBody)
                {
                    pairs.Add(new CollisionInfo()
                    {
                        BodyA = firstBody, BodyB = p
                    });
                }
            }
            return(pairs);
        }
示例#6
0
        public void AddBody(FBBody body)
        {
            if (subNodes == null)
            {
                bodies.Add(body);

                if (bodies.Count >= capacity && level != maxLevel)
                {
                    Split();
                    int i = 0;
                    while (i < bodies.Count)
                    {
                        var subNode = GetValidSubNode(bodies[i]);
                        if (subNode != null)
                        {
                            subNode.AddBody(bodies[i]);
                            bodies.RemoveAt(i);
                        }
                        else
                        {
                            i++;
                        }
                    }
                }
            }
            else
            {
                var subnode = GetValidSubNode(body);
                if (subnode != null)
                {
                    subnode.AddBody(body);
                }
                else
                {
                    bodies.Add(body);
                }
            }
        }
示例#7
0
 public static void AddBody(FBBody body)
 {
     bodies.Add(body);
 }
示例#8
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 public List <FBBody> Nearby(FBBody body)
 {
     return(null);
 }
示例#9
0
 public void AddBody(FBBody body)
 {
     mainNode.AddBody(body);
 }