/*
* Farseer Physics Engine based on Box2D.XNA port:
* Copyright (c) 2010 Ian Qvist
*
* Box2D.XNA port of Box2D:
* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
*
* Original source Box2D:
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
using System;
using FarseerPhysics.Common;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
namespace FarseerPhysics
{
[Flags]
public enum DebugViewFlags
{
///
/// Draw shapes.
///
Shape = (1 << 0),
///
/// Draw joint connections.
///
Joint = (1 << 1),
///
/// Draw axis aligned bounding boxes.
///
AABB = (1 << 2),
///
/// Draw broad-phase pairs.
///
Pair = (1 << 3),
///
/// Draw center of mass frame.
///
CenterOfMass = (1 << 4),
///
/// Draw useful debug data such as timings and number of bodies, joints, contacts and more.
///
DebugPanel = (1 << 5),
///
/// Draw contact points between colliding bodies.
///
ContactPoints = (1 << 6),
///
/// Draw contact normals. Need ContactPoints to be enabled first.
///
ContactNormals = (1 << 7),
///
/// Draws the vertices of polygons.
///
PolygonPoints = (1 << 8),
///
/// Draws the performance graph.
///
PerformanceGraph = (1 << 9),
///
/// Draws controllers.
///
Controllers = (1 << 10)
}
/// Implement and register this class with a World to provide debug drawing of physics
/// entities in your game.
public abstract class DebugView
{
protected DebugView(World world)
{
World = world;
}
protected World World { get; private set; }
///
/// Gets or sets the debug view flags.
///
/// The flags.
public DebugViewFlags Flags { get; set; }
///
/// Append flags to the current flags.
///
/// The flags.
public void AppendFlags(DebugViewFlags flags)
{
Flags |= flags;
}
///
/// Remove flags from the current flags.
///
/// The flags.
public void RemoveFlags(DebugViewFlags flags)
{
Flags &= ~flags;
}
///
/// Draw a closed polygon provided in CCW order.
///
/// The vertices.
/// The vertex count.
/// The red value.
/// The blue value.
/// The green value.
public abstract void DrawPolygon(Vector2[] vertices, int count, float red, float blue, float green);
///
/// Draw a solid closed polygon provided in CCW order.
///
/// The vertices.
/// The vertex count.
/// The red value.
/// The blue value.
/// The green value.
public abstract void DrawSolidPolygon(Vector2[] vertices, int count, float red, float blue, float green);
///
/// Draw a circle.
///
/// The center.
/// The radius.
/// The red value.
/// The blue value.
/// The green value.
public abstract void DrawCircle(Vector2 center, float radius, float red, float blue, float green);
///
/// Draw a solid circle.
///
/// The center.
/// The radius.
/// The axis.
/// The red value.
/// The blue value.
/// The green value.
public abstract void DrawSolidCircle(Vector2 center, float radius, Vector2 axis, float red, float blue,
float green);
///
/// Draw a line segment.
///
/// The start.
/// The end.
/// The red value.
/// The blue value.
/// The green value.
public abstract void DrawSegment(Vector2 start, Vector2 end, float red, float blue, float green);
///
/// Draw a transform. Choose your own length scale.
///
/// The transform.
public abstract void DrawTransform(ref Transform transform);
}
}