axiosengine/axios/Common/PolygonTools.cs

368 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Common
{
public static class PolygonTools
{
/// <summary>
/// Build vertices to represent an axis-aligned box.
/// </summary>
/// <param name="hx">the half-width.</param>
/// <param name="hy">the half-height.</param>
public static Vertices CreateRectangle(float hx, float hy)
{
Vertices vertices = new Vertices(4);
vertices.Add(new Vector2(-hx, -hy));
vertices.Add(new Vector2(hx, -hy));
vertices.Add(new Vector2(hx, hy));
vertices.Add(new Vector2(-hx, hy));
return vertices;
}
public static Vertices CreateTriangle(float hx, float hy)
{
Vertices vertices = new Vertices(3);
vertices.Add(new Vector2(hx/2, hy));
vertices.Add(new Vector2(hx, 0));
vertices.Add(new Vector2(0, 0));
return vertices;
}
/// <summary>
/// Build vertices to represent an oriented box.
/// </summary>
/// <param name="hx">the half-width.</param>
/// <param name="hy">the half-height.</param>
/// <param name="center">the center of the box in local coordinates.</param>
/// <param name="angle">the rotation of the box in local coordinates.</param>
public static Vertices CreateRectangle(float hx, float hy, Vector2 center, float angle)
{
Vertices vertices = CreateRectangle(hx, hy);
Transform xf = new Transform();
xf.Position = center;
xf.R.Set(angle);
// Transform vertices
for (int i = 0; i < 4; ++i)
{
vertices[i] = MathUtils.Multiply(ref xf, vertices[i]);
}
return vertices;
}
//Rounded rectangle contributed by Jonathan Smars - jsmars@gmail.com
/// <summary>
/// Creates a rounded rectangle with the specified width and height.
/// </summary>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="xRadius">The rounding X radius.</param>
/// <param name="yRadius">The rounding Y radius.</param>
/// <param name="segments">The number of segments to subdivide the edges.</param>
/// <returns></returns>
public static Vertices CreateRoundedRectangle(float width, float height, float xRadius, float yRadius,
int segments)
{
if (yRadius > height / 2 || xRadius > width / 2)
throw new Exception("Rounding amount can't be more than half the height and width respectively.");
if (segments < 0)
throw new Exception("Segments must be zero or more.");
//We need at least 8 vertices to create a rounded rectangle
Debug.Assert(Settings.MaxPolygonVertices >= 8);
Vertices vertices = new Vertices();
if (segments == 0)
{
vertices.Add(new Vector2(width * .5f - xRadius, -height * .5f));
vertices.Add(new Vector2(width * .5f, -height * .5f + yRadius));
vertices.Add(new Vector2(width * .5f, height * .5f - yRadius));
vertices.Add(new Vector2(width * .5f - xRadius, height * .5f));
vertices.Add(new Vector2(-width * .5f + xRadius, height * .5f));
vertices.Add(new Vector2(-width * .5f, height * .5f - yRadius));
vertices.Add(new Vector2(-width * .5f, -height * .5f + yRadius));
vertices.Add(new Vector2(-width * .5f + xRadius, -height * .5f));
}
else
{
int numberOfEdges = (segments * 4 + 8);
float stepSize = MathHelper.TwoPi / (numberOfEdges - 4);
int perPhase = numberOfEdges / 4;
Vector2 posOffset = new Vector2(width / 2 - xRadius, height / 2 - yRadius);
vertices.Add(posOffset + new Vector2(xRadius, -yRadius + yRadius));
short phase = 0;
for (int i = 1; i < numberOfEdges; i++)
{
if (i - perPhase == 0 || i - perPhase * 3 == 0)
{
posOffset.X *= -1;
phase--;
}
else if (i - perPhase * 2 == 0)
{
posOffset.Y *= -1;
phase--;
}
vertices.Add(posOffset + new Vector2(xRadius * (float)Math.Cos(stepSize * -(i + phase)),
-yRadius * (float)Math.Sin(stepSize * -(i + phase))));
}
}
return vertices;
}
/// <summary>
/// Set this as a single edge.
/// </summary>
/// <param name="start">The first point.</param>
/// <param name="end">The second point.</param>
public static Vertices CreateLine(Vector2 start, Vector2 end)
{
Vertices vertices = new Vertices(2);
vertices.Add(start);
vertices.Add(end);
return vertices;
}
/// <summary>
/// Creates a circle with the specified radius and number of edges.
/// </summary>
/// <param name="radius">The radius.</param>
/// <param name="numberOfEdges">The number of edges. The more edges, the more it resembles a circle</param>
/// <returns></returns>
public static Vertices CreateCircle(float radius, int numberOfEdges)
{
return CreateEllipse(radius, radius, numberOfEdges);
}
/// <summary>
/// Creates a ellipse with the specified width, height and number of edges.
/// </summary>
/// <param name="xRadius">Width of the ellipse.</param>
/// <param name="yRadius">Height of the ellipse.</param>
/// <param name="numberOfEdges">The number of edges. The more edges, the more it resembles an ellipse</param>
/// <returns></returns>
public static Vertices CreateEllipse(float xRadius, float yRadius, int numberOfEdges)
{
Vertices vertices = new Vertices();
float stepSize = MathHelper.TwoPi / numberOfEdges;
vertices.Add(new Vector2(xRadius, 0));
for (int i = numberOfEdges - 1; i > 0; --i)
vertices.Add(new Vector2(xRadius * (float)Math.Cos(stepSize * i),
-yRadius * (float)Math.Sin(stepSize * i)));
return vertices;
}
public static Vertices CreateArc(float radians, int sides, float radius)
{
Debug.Assert(radians > 0, "The arc needs to be larger than 0");
Debug.Assert(sides > 1, "The arc needs to have more than 1 sides");
Debug.Assert(radius > 0, "The arc needs to have a radius larger than 0");
Vertices vertices = new Vertices();
float stepSize = radians / sides;
for (int i = sides - 1; i > 0; i--)
{
vertices.Add(new Vector2(radius * (float)Math.Cos(stepSize * i),
radius * (float)Math.Sin(stepSize * i)));
}
return vertices;
}
//Capsule contributed by Yobiv
/// <summary>
/// Creates an capsule with the specified height, radius and number of edges.
/// A capsule has the same form as a pill capsule.
/// </summary>
/// <param name="height">Height (inner height + 2 * radius) of the capsule.</param>
/// <param name="endRadius">Radius of the capsule ends.</param>
/// <param name="edges">The number of edges of the capsule ends. The more edges, the more it resembles an capsule</param>
/// <returns></returns>
public static Vertices CreateCapsule(float height, float endRadius, int edges)
{
if (endRadius >= height / 2)
throw new ArgumentException(
"The radius must be lower than height / 2. Higher values of radius would create a circle, and not a half circle.",
"endRadius");
return CreateCapsule(height, endRadius, edges, endRadius, edges);
}
/// <summary>
/// Creates an capsule with the specified height, radius and number of edges.
/// A capsule has the same form as a pill capsule.
/// </summary>
/// <param name="height">Height (inner height + radii) of the capsule.</param>
/// <param name="topRadius">Radius of the top.</param>
/// <param name="topEdges">The number of edges of the top. The more edges, the more it resembles an capsule</param>
/// <param name="bottomRadius">Radius of bottom.</param>
/// <param name="bottomEdges">The number of edges of the bottom. The more edges, the more it resembles an capsule</param>
/// <returns></returns>
public static Vertices CreateCapsule(float height, float topRadius, int topEdges, float bottomRadius,
int bottomEdges)
{
if (height <= 0)
throw new ArgumentException("Height must be longer than 0", "height");
if (topRadius <= 0)
throw new ArgumentException("The top radius must be more than 0", "topRadius");
if (topEdges <= 0)
throw new ArgumentException("Top edges must be more than 0", "topEdges");
if (bottomRadius <= 0)
throw new ArgumentException("The bottom radius must be more than 0", "bottomRadius");
if (bottomEdges <= 0)
throw new ArgumentException("Bottom edges must be more than 0", "bottomEdges");
if (topRadius >= height / 2)
throw new ArgumentException(
"The top radius must be lower than height / 2. Higher values of top radius would create a circle, and not a half circle.",
"topRadius");
if (bottomRadius >= height / 2)
throw new ArgumentException(
"The bottom radius must be lower than height / 2. Higher values of bottom radius would create a circle, and not a half circle.",
"bottomRadius");
Vertices vertices = new Vertices();
float newHeight = (height - topRadius - bottomRadius) * 0.5f;
// top
vertices.Add(new Vector2(topRadius, newHeight));
float stepSize = MathHelper.Pi / topEdges;
for (int i = 1; i < topEdges; i++)
{
vertices.Add(new Vector2(topRadius * (float)Math.Cos(stepSize * i),
topRadius * (float)Math.Sin(stepSize * i) + newHeight));
}
vertices.Add(new Vector2(-topRadius, newHeight));
// bottom
vertices.Add(new Vector2(-bottomRadius, -newHeight));
stepSize = MathHelper.Pi / bottomEdges;
for (int i = 1; i < bottomEdges; i++)
{
vertices.Add(new Vector2(-bottomRadius * (float)Math.Cos(stepSize * i),
-bottomRadius * (float)Math.Sin(stepSize * i) - newHeight));
}
vertices.Add(new Vector2(bottomRadius, -newHeight));
return vertices;
}
/// <summary>
/// Creates a gear shape with the specified radius and number of teeth.
/// </summary>
/// <param name="radius">The radius.</param>
/// <param name="numberOfTeeth">The number of teeth.</param>
/// <param name="tipPercentage">The tip percentage.</param>
/// <param name="toothHeight">Height of the tooth.</param>
/// <returns></returns>
public static Vertices CreateGear(float radius, int numberOfTeeth, float tipPercentage, float toothHeight)
{
Vertices vertices = new Vertices();
float stepSize = MathHelper.TwoPi / numberOfTeeth;
tipPercentage /= 100f;
MathHelper.Clamp(tipPercentage, 0f, 1f);
float toothTipStepSize = (stepSize / 2f) * tipPercentage;
float toothAngleStepSize = (stepSize - (toothTipStepSize * 2f)) / 2f;
for (int i = numberOfTeeth - 1; i >= 0; --i)
{
if (toothTipStepSize > 0f)
{
vertices.Add(
new Vector2(radius *
(float)Math.Cos(stepSize * i + toothAngleStepSize * 2f + toothTipStepSize),
-radius *
(float)Math.Sin(stepSize * i + toothAngleStepSize * 2f + toothTipStepSize)));
vertices.Add(
new Vector2((radius + toothHeight) *
(float)Math.Cos(stepSize * i + toothAngleStepSize + toothTipStepSize),
-(radius + toothHeight) *
(float)Math.Sin(stepSize * i + toothAngleStepSize + toothTipStepSize)));
}
vertices.Add(new Vector2((radius + toothHeight) *
(float)Math.Cos(stepSize * i + toothAngleStepSize),
-(radius + toothHeight) *
(float)Math.Sin(stepSize * i + toothAngleStepSize)));
vertices.Add(new Vector2(radius * (float)Math.Cos(stepSize * i),
-radius * (float)Math.Sin(stepSize * i)));
}
return vertices;
}
/// <summary>
/// Detects the vertices by analyzing the texture data.
/// </summary>
/// <param name="data">The texture data.</param>
/// <param name="width">The texture width.</param>
/// <returns></returns>
public static Vertices CreatePolygon(uint[] data, int width)
{
return TextureConverter.DetectVertices(data, width);
}
/// <summary>
/// Detects the vertices by analyzing the texture data.
/// </summary>
/// <param name="data">The texture data.</param>
/// <param name="width">The texture width.</param>
/// <param name="holeDetection">if set to <c>true</c> it will perform hole detection.</param>
/// <returns></returns>
public static Vertices CreatePolygon(uint[] data, int width, bool holeDetection)
{
return TextureConverter.DetectVertices(data, width, holeDetection);
}
/// <summary>
/// Detects the vertices by analyzing the texture data.
/// </summary>
/// <param name="data">The texture data.</param>
/// <param name="width">The texture width.</param>
/// <param name="hullTolerance">The hull tolerance.</param>
/// <param name="alphaTolerance">The alpha tolerance.</param>
/// <param name="multiPartDetection">if set to <c>true</c> it will perform multi part detection.</param>
/// <param name="holeDetection">if set to <c>true</c> it will perform hole detection.</param>
/// <returns></returns>
public static List<Vertices> CreatePolygon(uint[] data, int width, float hullTolerance,
byte alphaTolerance, bool multiPartDetection, bool holeDetection)
{
return TextureConverter.DetectVertices(data, width, hullTolerance, alphaTolerance,
multiPartDetection, holeDetection);
}
}
}