axiosengine/axios/DrawingSystem/AssetCreator.cs

240 lines
12 KiB
C#

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;
}
}
}