Adding initial files

This commit is contained in:
nathan@daedalus
2012-03-19 18:57:59 -05:00
commit 5bdc5db408
162 changed files with 43840 additions and 0 deletions

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using System;
using System.Collections.Generic;
using FarseerPhysics.Collision;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Common;
using FarseerPhysics.Common.Decomposition;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
namespace FarseerPhysics.SamplesFramework
{
public enum MaterialType
{
Blank,
Dots,
Squares,
Waves,
Pavement
}
public class AssetCreator
{
private const int CircleSegments = 32;
private GraphicsDevice _device;
private BasicEffect _effect;
private Dictionary<MaterialType, Texture2D> _materials = new Dictionary<MaterialType, Texture2D>();
public AssetCreator(GraphicsDevice device)
{
_device = device;
_effect = new BasicEffect(_device);
}
public static Vector2 CalculateOrigin(Body b)
{
Vector2 lBound = new Vector2(float.MaxValue);
AABB bounds;
Transform trans;
b.GetTransform(out trans);
for (int i = 0; i < b.FixtureList.Count; ++i)
{
for (int j = 0; j < b.FixtureList[i].Shape.ChildCount; ++j)
{
b.FixtureList[i].Shape.ComputeAABB(out bounds, ref trans, j);
Vector2.Min(ref lBound, ref bounds.LowerBound, out lBound);
}
}
// calculate body offset from its center and add a 1 pixel border
// because we generate the textures a little bigger than the actual body's fixtures
return ConvertUnits.ToDisplayUnits(b.Position - lBound) + new Vector2(1f);
}
public void LoadContent(ContentManager contentManager)
{
_materials[MaterialType.Blank] = contentManager.Load<Texture2D>("Materials/blank");
_materials[MaterialType.Dots] = contentManager.Load<Texture2D>("Materials/dots");
_materials[MaterialType.Squares] = contentManager.Load<Texture2D>("Materials/squares");
_materials[MaterialType.Waves] = contentManager.Load<Texture2D>("Materials/waves");
_materials[MaterialType.Pavement] = contentManager.Load<Texture2D>("Materials/pavement");
}
public Texture2D TextureFromShape(Shape shape, MaterialType type, Color color, float materialScale)
{
switch (shape.ShapeType)
{
case ShapeType.Circle:
return CircleTexture(shape.Radius, type, color, materialScale);
case ShapeType.Polygon:
return TextureFromVertices(((PolygonShape) shape).Vertices, type, color, materialScale);
default:
throw new NotSupportedException("The specified shape type is not supported.");
}
}
public Texture2D TextureFromVertices(Vertices vertices, MaterialType type, Color color, float materialScale)
{
// copy vertices
Vertices verts = new Vertices(vertices);
// scale to display units (i.e. pixels) for rendering to texture
Vector2 scale = ConvertUnits.ToDisplayUnits(Vector2.One);
verts.Scale(ref scale);
// translate the boundingbox center to the texture center
// because we use an orthographic projection for rendering later
AABB vertsBounds = verts.GetCollisionBox();
verts.Translate(-vertsBounds.Center);
List<Vertices> decomposedVerts;
if (!verts.IsConvex())
{
decomposedVerts = EarclipDecomposer.ConvexPartition(verts);
}
else
{
decomposedVerts = new List<Vertices>();
decomposedVerts.Add(verts);
}
List<VertexPositionColorTexture[]> verticesFill =
new List<VertexPositionColorTexture[]>(decomposedVerts.Count);
materialScale /= _materials[type].Width;
for (int i = 0; i < decomposedVerts.Count; ++i)
{
verticesFill.Add(new VertexPositionColorTexture[3 * (decomposedVerts[i].Count - 2)]);
for (int j = 0; j < decomposedVerts[i].Count - 2; ++j)
{
// fill vertices
verticesFill[i][3 * j].Position = new Vector3(decomposedVerts[i][0], 0f);
verticesFill[i][3 * j + 1].Position = new Vector3(decomposedVerts[i].NextVertex(j), 0f);
verticesFill[i][3 * j + 2].Position = new Vector3(decomposedVerts[i].NextVertex(j + 1), 0f);
verticesFill[i][3 * j].TextureCoordinate = decomposedVerts[i][0] * materialScale;
verticesFill[i][3 * j + 1].TextureCoordinate = decomposedVerts[i].NextVertex(j) * materialScale;
verticesFill[i][3 * j + 2].TextureCoordinate = decomposedVerts[i].NextVertex(j + 1) * materialScale;
verticesFill[i][3 * j].Color =
verticesFill[i][3 * j + 1].Color = verticesFill[i][3 * j + 2].Color = color;
}
}
// calculate outline
VertexPositionColor[] verticesOutline = new VertexPositionColor[2 * verts.Count];
for (int i = 0; i < verts.Count; ++i)
{
verticesOutline[2 * i].Position = new Vector3(verts[i], 0f);
verticesOutline[2 * i + 1].Position = new Vector3(verts.NextVertex(i), 0f);
verticesOutline[2 * i].Color = verticesOutline[2 * i + 1].Color = Color.Black;
}
Vector2 vertsSize = new Vector2(vertsBounds.UpperBound.X - vertsBounds.LowerBound.X,
vertsBounds.UpperBound.Y - vertsBounds.LowerBound.Y);
return RenderTexture((int)vertsSize.X, (int)vertsSize.Y,
_materials[type], verticesFill, verticesOutline);
}
public Texture2D CircleTexture(float radius, MaterialType type, Color color, float materialScale)
{
return EllipseTexture(radius, radius, type, color, materialScale);
}
public Texture2D EllipseTexture(float radiusX, float radiusY, MaterialType type, Color color,
float materialScale)
{
VertexPositionColorTexture[] verticesFill = new VertexPositionColorTexture[3 * (CircleSegments - 2)];
VertexPositionColor[] verticesOutline = new VertexPositionColor[2 * CircleSegments];
const float segmentSize = MathHelper.TwoPi / CircleSegments;
float theta = segmentSize;
radiusX = ConvertUnits.ToDisplayUnits(radiusX);
radiusY = ConvertUnits.ToDisplayUnits(radiusY);
materialScale /= _materials[type].Width;
Vector2 start = new Vector2(radiusX, 0f);
for (int i = 0; i < CircleSegments - 2; ++i)
{
Vector2 p1 = new Vector2(radiusX * (float)Math.Cos(theta), radiusY * (float)Math.Sin(theta));
Vector2 p2 = new Vector2(radiusX * (float)Math.Cos(theta + segmentSize),
radiusY * (float)Math.Sin(theta + segmentSize));
// fill vertices
verticesFill[3 * i].Position = new Vector3(start, 0f);
verticesFill[3 * i + 1].Position = new Vector3(p1, 0f);
verticesFill[3 * i + 2].Position = new Vector3(p2, 0f);
verticesFill[3 * i].TextureCoordinate = start * materialScale;
verticesFill[3 * i + 1].TextureCoordinate = p1 * materialScale;
verticesFill[3 * i + 2].TextureCoordinate = p2 * materialScale;
verticesFill[3 * i].Color = verticesFill[3 * i + 1].Color = verticesFill[3 * i + 2].Color = color;
// outline vertices
if (i == 0)
{
verticesOutline[0].Position = new Vector3(start, 0f);
verticesOutline[1].Position = new Vector3(p1, 0f);
verticesOutline[0].Color = verticesOutline[1].Color = Color.Black;
}
if (i == CircleSegments - 3)
{
verticesOutline[2 * CircleSegments - 2].Position = new Vector3(p2, 0f);
verticesOutline[2 * CircleSegments - 1].Position = new Vector3(start, 0f);
verticesOutline[2 * CircleSegments - 2].Color =
verticesOutline[2 * CircleSegments - 1].Color = Color.Black;
}
verticesOutline[2 * i + 2].Position = new Vector3(p1, 0f);
verticesOutline[2 * i + 3].Position = new Vector3(p2, 0f);
verticesOutline[2 * i + 2].Color = verticesOutline[2 * i + 3].Color = Color.Black;
theta += segmentSize;
}
return RenderTexture((int)(radiusX * 2f), (int)(radiusY * 2f),
_materials[type], verticesFill, verticesOutline);
}
private Texture2D RenderTexture(int width, int height, Texture2D material,
VertexPositionColorTexture[] verticesFill,
VertexPositionColor[] verticesOutline)
{
List<VertexPositionColorTexture[]> fill = new List<VertexPositionColorTexture[]>(1);
fill.Add(verticesFill);
return RenderTexture(width, height, material, fill, verticesOutline);
}
private Texture2D RenderTexture(int width, int height, Texture2D material,
List<VertexPositionColorTexture[]> verticesFill,
VertexPositionColor[] verticesOutline)
{
Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0f);
PresentationParameters pp = _device.PresentationParameters;
RenderTarget2D texture = new RenderTarget2D(_device, width + 2, height + 2, false, SurfaceFormat.Color,
DepthFormat.None, pp.MultiSampleCount,
RenderTargetUsage.DiscardContents);
_device.RasterizerState = RasterizerState.CullNone;
_device.SamplerStates[0] = SamplerState.LinearWrap;
_device.SetRenderTarget(texture);
_device.Clear(Color.Transparent);
_effect.Projection = Matrix.CreateOrthographic(width + 2f, -height - 2f, 0f, 1f);
_effect.View = halfPixelOffset;
// render shape;
_effect.TextureEnabled = true;
_effect.Texture = material;
_effect.VertexColorEnabled = true;
_effect.Techniques[0].Passes[0].Apply();
for (int i = 0; i < verticesFill.Count; ++i)
{
_device.DrawUserPrimitives(PrimitiveType.TriangleList, verticesFill[i], 0, verticesFill[i].Length / 3);
}
// render outline;
_effect.TextureEnabled = false;
_effect.Techniques[0].Passes[0].Apply();
_device.DrawUserPrimitives(PrimitiveType.LineList, verticesOutline, 0, verticesOutline.Length / 2);
_device.SetRenderTarget(null);
return texture;
}
}
}

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using System;
using FarseerPhysics.Collision.Shapes;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace FarseerPhysics.SamplesFramework
{
public class LineBatch : IDisposable
{
private const int DefaultBufferSize = 500;
// a basic effect, which contains the shaders that we will use to draw our
// primitives.
private BasicEffect _basicEffect;
// the device that we will issue draw calls to.
private GraphicsDevice _device;
// hasBegun is flipped to true once Begin is called, and is used to make
// sure users don't call End before Begin is called.
private bool _hasBegun;
private bool _isDisposed;
private VertexPositionColor[] _lineVertices;
private int _lineVertsCount;
public LineBatch(GraphicsDevice graphicsDevice)
: this(graphicsDevice, DefaultBufferSize)
{
}
public LineBatch(GraphicsDevice graphicsDevice, int bufferSize)
{
if (graphicsDevice == null)
{
throw new ArgumentNullException("graphicsDevice");
}
_device = graphicsDevice;
_lineVertices = new VertexPositionColor[bufferSize - bufferSize % 2];
// set up a new basic effect, and enable vertex colors.
_basicEffect = new BasicEffect(graphicsDevice);
_basicEffect.VertexColorEnabled = true;
}
#region IDisposable Members
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
#endregion
protected virtual void Dispose(bool disposing)
{
if (disposing && !_isDisposed)
{
if (_basicEffect != null)
_basicEffect.Dispose();
_isDisposed = true;
}
}
public void Begin(Matrix projection, Matrix view)
{
if (_hasBegun)
{
throw new InvalidOperationException("End must be called before Begin can be called again.");
}
_device.SamplerStates[0] = SamplerState.AnisotropicClamp;
//tell our basic effect to begin.
_basicEffect.Projection = projection;
_basicEffect.View = view;
_basicEffect.CurrentTechnique.Passes[0].Apply();
// flip the error checking boolean. It's now ok to call DrawLineShape, Flush,
// and End.
_hasBegun = true;
}
public void DrawLineShape(Shape shape)
{
DrawLineShape(shape, Color.Black);
}
public void DrawLineShape(Shape shape, Color color)
{
if (!_hasBegun)
{
throw new InvalidOperationException("Begin must be called before DrawLineShape can be called.");
}
if (shape.ShapeType != ShapeType.Edge &&
shape.ShapeType != ShapeType.Loop)
{
throw new NotSupportedException("The specified shapeType is not supported by LineBatch.");
}
if (shape.ShapeType == ShapeType.Edge)
{
if (_lineVertsCount >= _lineVertices.Length)
{
Flush();
}
EdgeShape edge = (EdgeShape)shape;
_lineVertices[_lineVertsCount].Position = new Vector3(edge.Vertex1, 0f);
_lineVertices[_lineVertsCount + 1].Position = new Vector3(edge.Vertex2, 0f);
_lineVertices[_lineVertsCount].Color = _lineVertices[_lineVertsCount + 1].Color = color;
_lineVertsCount += 2;
}
else if (shape.ShapeType == ShapeType.Loop)
{
LoopShape loop = (LoopShape)shape;
for (int i = 0; i < loop.Vertices.Count; ++i)
{
if (_lineVertsCount >= _lineVertices.Length)
{
Flush();
}
_lineVertices[_lineVertsCount].Position = new Vector3(loop.Vertices[i], 0f);
_lineVertices[_lineVertsCount + 1].Position = new Vector3(loop.Vertices.NextVertex(i), 0f);
_lineVertices[_lineVertsCount].Color = _lineVertices[_lineVertsCount + 1].Color = color;
_lineVertsCount += 2;
}
}
}
public void DrawLine(Vector2 v1, Vector2 v2)
{
DrawLine(v1, v2, Color.Black);
}
public void DrawLine(Vector2 v1, Vector2 v2, Color color)
{
if (!_hasBegun)
{
throw new InvalidOperationException("Begin must be called before DrawLineShape can be called.");
}
if (_lineVertsCount >= _lineVertices.Length)
{
Flush();
}
_lineVertices[_lineVertsCount].Position = new Vector3(v1, 0f);
_lineVertices[_lineVertsCount + 1].Position = new Vector3(v2, 0f);
_lineVertices[_lineVertsCount].Color = _lineVertices[_lineVertsCount + 1].Color = color;
_lineVertsCount += 2;
}
// End is called once all the primitives have been drawn using AddVertex.
// it will call Flush to actually submit the draw call to the graphics card, and
// then tell the basic effect to end.
public void End()
{
if (!_hasBegun)
{
throw new InvalidOperationException("Begin must be called before End can be called.");
}
// Draw whatever the user wanted us to draw
Flush();
_hasBegun = false;
}
private void Flush()
{
if (!_hasBegun)
{
throw new InvalidOperationException("Begin must be called before Flush can be called.");
}
if (_lineVertsCount >= 2)
{
int primitiveCount = _lineVertsCount / 2;
// submit the draw call to the graphics card
_device.DrawUserPrimitives(PrimitiveType.LineList, _lineVertices, 0, primitiveCount);
_lineVertsCount -= primitiveCount * 2;
}
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace FarseerPhysics.SamplesFramework
{
public struct Sprite
{
public Vector2 Origin;
public Texture2D Texture;
public Sprite(Texture2D texture, Vector2 origin)
{
this.Texture = texture;
this.Origin = origin;
}
public Sprite(Texture2D sprite)
{
Texture = sprite;
Origin = new Vector2(sprite.Width / 2f, sprite.Height / 2f);
}
}
}