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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 | using System; using System.Collections.Generic; using FarseerPhysics.Collision.Shapes; using FarseerPhysics.Common; using FarseerPhysics.Common.Decomposition; using FarseerPhysics.Dynamics; using Microsoft.Xna.Framework; namespace FarseerPhysics.Factories { /// <summary> /// An easy to use factory for creating bodies /// </summary> public static class FixtureFactory { public static Fixture AttachEdge(Vector2 start, Vector2 end, Body body) { return AttachEdge(start, end, body, null ); } public static Fixture AttachEdge(Vector2 start, Vector2 end, Body body, object userData) { EdgeShape edgeShape = new EdgeShape(start, end); return body.CreateFixture(edgeShape, userData); } public static Fixture AttachLoopShape(Vertices vertices, Body body) { return AttachLoopShape(vertices, body, null ); } public static Fixture AttachLoopShape(Vertices vertices, Body body, object userData) { LoopShape shape = new LoopShape(vertices); return body.CreateFixture(shape, userData); } public static Fixture AttachRectangle( float width, float height, float density, Vector2 offset, Body body, object userData) { Vertices rectangleVertices = PolygonTools.CreateRectangle(width / 2, height / 2); rectangleVertices.Translate( ref offset); PolygonShape rectangleShape = new PolygonShape(rectangleVertices, density); return body.CreateFixture(rectangleShape, userData); } public static Fixture AttachRectangle( float width, float height, float density, Vector2 offset, Body body) { return AttachRectangle(width, height, density, offset, body, null ); } public static Fixture AttachCircle( float radius, float density, Body body) { return AttachCircle(radius, density, body, null ); } public static Fixture AttachCircle( float radius, float density, Body body, object userData) { if (radius <= 0) throw new ArgumentOutOfRangeException( "radius" , "Radius must be more than 0 meters" ); CircleShape circleShape = new CircleShape(radius, density); return body.CreateFixture(circleShape, userData); } public static Fixture AttachCircle( float radius, float density, Body body, Vector2 offset) { return AttachCircle(radius, density, body, offset, null ); } public static Fixture AttachCircle( float radius, float density, Body body, Vector2 offset, object userData) { if (radius <= 0) throw new ArgumentOutOfRangeException( "radius" , "Radius must be more than 0 meters" ); CircleShape circleShape = new CircleShape(radius, density); circleShape.Position = offset; return body.CreateFixture(circleShape, userData); } public static Fixture AttachPolygon(Vertices vertices, float density, Body body) { return AttachPolygon(vertices, density, body, null ); } public static Fixture AttachPolygon(Vertices vertices, float density, Body body, object userData) { if (vertices.Count <= 1) throw new ArgumentOutOfRangeException( "vertices" , "Too few points to be a polygon" ); PolygonShape polygon = new PolygonShape(vertices, density); return body.CreateFixture(polygon, userData); } public static Fixture AttachEllipse( float xRadius, float yRadius, int edges, float density, Body body) { return AttachEllipse(xRadius, yRadius, edges, density, body, null ); } public static Fixture AttachEllipse( float xRadius, float yRadius, int edges, float density, Body body, object userData) { if (xRadius <= 0) throw new ArgumentOutOfRangeException( "xRadius" , "X-radius must be more than 0" ); if (yRadius <= 0) throw new ArgumentOutOfRangeException( "yRadius" , "Y-radius must be more than 0" ); Vertices ellipseVertices = PolygonTools.CreateEllipse(xRadius, yRadius, edges); PolygonShape polygonShape = new PolygonShape(ellipseVertices, density); return body.CreateFixture(polygonShape, userData); } public static List<Fixture> AttachCompoundPolygon(List<Vertices> list, float density, Body body) { return AttachCompoundPolygon(list, density, body, null ); } public static List<Fixture> AttachCompoundPolygon(List<Vertices> list, float density, Body body, object userData) { List<Fixture> res = new List<Fixture>(list.Count); //Then we create several fixtures using the body foreach (Vertices vertices in list) { if (vertices.Count == 2) { EdgeShape shape = new EdgeShape(vertices[0], vertices[1]); res.Add(body.CreateFixture(shape, userData)); } else { PolygonShape shape = new PolygonShape(vertices, density); res.Add(body.CreateFixture(shape, userData)); } } return res; } public static List<Fixture> AttachLineArc( float radians, int sides, float radius, Vector2 position, float angle, bool closed, Body body) { Vertices arc = PolygonTools.CreateArc(radians, sides, radius); arc.Rotate((MathHelper.Pi - radians) / 2 + angle); arc.Translate( ref position); List<Fixture> fixtures = new List<Fixture>(arc.Count); if (closed) { fixtures.Add(AttachLoopShape(arc, body)); } for ( int i = 1; i < arc.Count; i++) { fixtures.Add(AttachEdge(arc[i], arc[i - 1], body)); } return fixtures; } public static List<Fixture> AttachSolidArc( float density, float radians, int sides, float radius, Vector2 position, float angle, Body body) { Vertices arc = PolygonTools.CreateArc(radians, sides, radius); arc.Rotate((MathHelper.Pi - radians) / 2 + angle); arc.Translate( ref position); //Close the arc arc.Add(arc[0]); List<Vertices> triangles = EarclipDecomposer.ConvexPartition(arc); return AttachCompoundPolygon(triangles, density, body); } } } |
Source at commit 5b5b96a46617 created 12 years 8 months ago. By nathan@daedalus, Adding a check to only tick a timer if the window is active |
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