axiosengine/axios/Factories/BodyFactory.cs

399 lines
17 KiB
C#

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
{
public static class BodyFactory
{
public static Body CreateBody(World world)
{
return CreateBody(world, null);
}
public static Body CreateBody(World world, object userData)
{
Body body = new Body(world, userData);
return body;
}
public static Body CreateBody(World world, Vector2 position)
{
return CreateBody(world, position, null);
}
public static Body CreateBody(World world, Vector2 position, object userData)
{
Body body = CreateBody(world, userData);
body.Position = position;
return body;
}
public static Body CreateEdge(World world, Vector2 start, Vector2 end)
{
return CreateEdge(world, start, end, null);
}
public static Body CreateEdge(World world, Vector2 start, Vector2 end, object userData)
{
Body body = CreateBody(world);
FixtureFactory.AttachEdge(start, end, body, userData);
return body;
}
public static Body CreateLoopShape(World world, Vertices vertices)
{
return CreateLoopShape(world, vertices, null);
}
public static Body CreateLoopShape(World world, Vertices vertices, object userData)
{
return CreateLoopShape(world, vertices, Vector2.Zero, userData);
}
public static Body CreateLoopShape(World world, Vertices vertices, Vector2 position)
{
return CreateLoopShape(world, vertices, position, null);
}
public static Body CreateLoopShape(World world, Vertices vertices, Vector2 position,
object userData)
{
Body body = CreateBody(world, position);
FixtureFactory.AttachLoopShape(vertices, body, userData);
return body;
}
public static Body CreateRectangle(World world, float width, float height, float density)
{
return CreateRectangle(world, width, height, density, null);
}
public static Body CreateRectangle(World world, float width, float height, float density, object userData)
{
return CreateRectangle(world, width, height, density, Vector2.Zero, userData);
}
public static Body CreateRectangle(World world, float width, float height, float density, Vector2 position)
{
return CreateRectangle(world, width, height, density, position, null);
}
public static Body CreateRectangle(World world, float width, float height, float density, Vector2 position,
object userData)
{
if (width <= 0)
throw new ArgumentOutOfRangeException("width", "Width must be more than 0 meters");
if (height <= 0)
throw new ArgumentOutOfRangeException("height", "Height must be more than 0 meters");
Body newBody = CreateBody(world, position, userData);
Vertices rectangleVertices = PolygonTools.CreateRectangle(width / 2, height / 2);
PolygonShape rectangleShape = new PolygonShape(rectangleVertices, density);
newBody.CreateFixture(rectangleShape, userData);
return newBody;
}
public static Body CreateCircle(World world, float radius, float density)
{
return CreateCircle(world, radius, density, null);
}
public static Body CreateCircle(World world, float radius, float density, object userData)
{
return CreateCircle(world, radius, density, Vector2.Zero, userData);
}
public static Body CreateCircle(World world, float radius, float density, Vector2 position)
{
return CreateCircle(world, radius, density, position, null);
}
public static Body CreateCircle(World world, float radius, float density, Vector2 position, object userData)
{
Body body = CreateBody(world, position);
FixtureFactory.AttachCircle(radius, density, body, userData);
return body;
}
public static Body CreateEllipse(World world, float xRadius, float yRadius, int edges, float density)
{
return CreateEllipse(world, xRadius, yRadius, edges, density, null);
}
public static Body CreateEllipse(World world, float xRadius, float yRadius, int edges, float density,
object userData)
{
return CreateEllipse(world, xRadius, yRadius, edges, density, Vector2.Zero, userData);
}
public static Body CreateEllipse(World world, float xRadius, float yRadius, int edges, float density,
Vector2 position)
{
return CreateEllipse(world, xRadius, yRadius, edges, density, position, null);
}
public static Body CreateEllipse(World world, float xRadius, float yRadius, int edges, float density,
Vector2 position, object userData)
{
Body body = CreateBody(world, position);
FixtureFactory.AttachEllipse(xRadius, yRadius, edges, density, body, userData);
return body;
}
public static Body CreatePolygon(World world, Vertices vertices, float density)
{
return CreatePolygon(world, vertices, density, null);
}
public static Body CreatePolygon(World world, Vertices vertices, float density, object userData)
{
return CreatePolygon(world, vertices, density, Vector2.Zero, userData);
}
public static Body CreatePolygon(World world, Vertices vertices, float density, Vector2 position)
{
return CreatePolygon(world, vertices, density, position, null);
}
public static Body CreatePolygon(World world, Vertices vertices, float density, Vector2 position,
object userData)
{
Body body = CreateBody(world, position);
FixtureFactory.AttachPolygon(vertices, density, body, userData);
return body;
}
public static Body CreateCompoundPolygon(World world, List<Vertices> list, float density)
{
return CreateCompoundPolygon(world, list, density, BodyType.Static);
}
public static Body CreateCompoundPolygon(World world, List<Vertices> list, float density,
object userData)
{
return CreateCompoundPolygon(world, list, density, Vector2.Zero, userData);
}
public static Body CreateCompoundPolygon(World world, List<Vertices> list, float density,
Vector2 position)
{
return CreateCompoundPolygon(world, list, density, position, null);
}
public static Body CreateCompoundPolygon(World world, List<Vertices> list, float density,
Vector2 position, object userData)
{
//We create a single body
Body polygonBody = CreateBody(world, position);
FixtureFactory.AttachCompoundPolygon(list, density, polygonBody, userData);
return polygonBody;
}
public static Body CreateGear(World world, float radius, int numberOfTeeth, float tipPercentage,
float toothHeight, float density)
{
return CreateGear(world, radius, numberOfTeeth, tipPercentage, toothHeight, density, null);
}
public static Body CreateGear(World world, float radius, int numberOfTeeth, float tipPercentage,
float toothHeight, float density, object userData)
{
Vertices gearPolygon = PolygonTools.CreateGear(radius, numberOfTeeth, tipPercentage, toothHeight);
//Gears can in some cases be convex
if (!gearPolygon.IsConvex())
{
//Decompose the gear:
List<Vertices> list = EarclipDecomposer.ConvexPartition(gearPolygon);
return CreateCompoundPolygon(world, list, density, userData);
}
return CreatePolygon(world, gearPolygon, density, userData);
}
/// <summary>
/// Creates a capsule.
/// Note: Automatically decomposes the capsule if it contains too many vertices (controlled by Settings.MaxPolygonVertices)
/// </summary>
/// <param name="world">The world.</param>
/// <param name="height">The height.</param>
/// <param name="topRadius">The top radius.</param>
/// <param name="topEdges">The top edges.</param>
/// <param name="bottomRadius">The bottom radius.</param>
/// <param name="bottomEdges">The bottom edges.</param>
/// <param name="density">The density.</param>
/// <param name="position">The position.</param>
/// <returns></returns>
public static Body CreateCapsule(World world, float height, float topRadius, int topEdges,
float bottomRadius,
int bottomEdges, float density, Vector2 position, object userData)
{
Vertices verts = PolygonTools.CreateCapsule(height, topRadius, topEdges, bottomRadius, bottomEdges);
Body body;
//There are too many vertices in the capsule. We decompose it.
if (verts.Count >= Settings.MaxPolygonVertices)
{
List<Vertices> vertList = EarclipDecomposer.ConvexPartition(verts);
body = CreateCompoundPolygon(world, vertList, density, userData);
body.Position = position;
return body;
}
body = CreatePolygon(world, verts, density, userData);
body.Position = position;
return body;
}
public static Body CreateCapsule(World world, float height, float topRadius, int topEdges,
float bottomRadius,
int bottomEdges, float density, Vector2 position)
{
return CreateCapsule(world, height, topRadius, topEdges, bottomRadius, bottomEdges, density, position, null);
}
public static Body CreateCapsule(World world, float height, float endRadius, float density)
{
return CreateCapsule(world, height, endRadius, density, null);
}
public static Body CreateCapsule(World world, float height, float endRadius, float density,
object userData)
{
//Create the middle rectangle
Vertices rectangle = PolygonTools.CreateRectangle(endRadius, height / 2);
List<Vertices> list = new List<Vertices>();
list.Add(rectangle);
Body body = CreateCompoundPolygon(world, list, density, userData);
//Create the two circles
CircleShape topCircle = new CircleShape(endRadius, density);
topCircle.Position = new Vector2(0, height / 2);
body.CreateFixture(topCircle, userData);
CircleShape bottomCircle = new CircleShape(endRadius, density);
bottomCircle.Position = new Vector2(0, -(height / 2));
body.CreateFixture(bottomCircle, userData);
return body;
}
/// <summary>
/// Creates a rounded rectangle.
/// Note: Automatically decomposes the capsule if it contains too many vertices (controlled by Settings.MaxPolygonVertices)
/// </summary>
/// <param name="world">The world.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="xRadius">The x radius.</param>
/// <param name="yRadius">The y radius.</param>
/// <param name="segments">The segments.</param>
/// <param name="density">The density.</param>
/// <param name="position">The position.</param>
/// <returns></returns>
public static Body CreateRoundedRectangle(World world, float width, float height, float xRadius,
float yRadius,
int segments, float density, Vector2 position,
object userData)
{
Vertices verts = PolygonTools.CreateRoundedRectangle(width, height, xRadius, yRadius, segments);
//There are too many vertices in the capsule. We decompose it.
if (verts.Count >= Settings.MaxPolygonVertices)
{
List<Vertices> vertList = EarclipDecomposer.ConvexPartition(verts);
Body body = CreateCompoundPolygon(world, vertList, density, userData);
body.Position = position;
return body;
}
return CreatePolygon(world, verts, density);
}
public static Body CreateRoundedRectangle(World world, float width, float height, float xRadius,
float yRadius,
int segments, float density, Vector2 position)
{
return CreateRoundedRectangle(world, width, height, xRadius, yRadius, segments, density, position, null);
}
public static Body CreateRoundedRectangle(World world, float width, float height, float xRadius,
float yRadius,
int segments, float density)
{
return CreateRoundedRectangle(world, width, height, xRadius, yRadius, segments, density, null);
}
public static Body CreateRoundedRectangle(World world, float width, float height, float xRadius,
float yRadius,
int segments, float density, object userData)
{
return CreateRoundedRectangle(world, width, height, xRadius, yRadius, segments, density, Vector2.Zero,
userData);
}
public static BreakableBody CreateBreakableBody(World world, Vertices vertices, float density)
{
return CreateBreakableBody(world, vertices, density, null);
}
public static BreakableBody CreateBreakableBody(World world, Vertices vertices, float density, object userData)
{
return CreateBreakableBody(world, vertices, density, Vector2.Zero, userData);
}
/// <summary>
/// Creates a breakable body. You would want to remove collinear points before using this.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="vertices">The vertices.</param>
/// <param name="density">The density.</param>
/// <param name="position">The position.</param>
/// <returns></returns>
public static BreakableBody CreateBreakableBody(World world, Vertices vertices, float density, Vector2 position,
object userData)
{
List<Vertices> triangles = EarclipDecomposer.ConvexPartition(vertices);
BreakableBody breakableBody = new BreakableBody(triangles, world, density, userData);
breakableBody.MainBody.Position = position;
world.AddBreakableBody(breakableBody);
return breakableBody;
}
public static BreakableBody CreateBreakableBody(World world, Vertices vertices, float density, Vector2 position)
{
return CreateBreakableBody(world, vertices, density, position, null);
}
public static Body CreateLineArc(World world, float radians, int sides, float radius, Vector2 position,
float angle, bool closed)
{
Body body = CreateBody(world);
FixtureFactory.AttachLineArc(radians, sides, radius, position, angle, closed, body);
return body;
}
public static Body CreateSolidArc(World world, float density, float radians, int sides, float radius,
Vector2 position, float angle)
{
Body body = CreateBody(world);
FixtureFactory.AttachSolidArc(density, radians, sides, radius, position, angle, body);
return body;
}
}
}