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C# Shapes.EdgeShape类代码示例

本文整理汇总了C#中FarseerPhysics.Collision.Shapes.EdgeShape的典型用法代码示例。如果您正苦于以下问题:C# EdgeShape类的具体用法?C# EdgeShape怎么用?C# EdgeShape使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


EdgeShape类属于FarseerPhysics.Collision.Shapes命名空间,在下文中一共展示了EdgeShape类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: SensorTest

        private SensorTest()
        {
            {
                Body ground = BodyFactory.CreateBody(World);

                {
                    EdgeShape shape = new EdgeShape(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
                    ground.CreateFixture(shape);
                }

                {
                    CircleShape shape = new CircleShape(5.0f, 1);
                    shape.Position = new Vector2(0.0f, 10.0f);

                    _sensor = ground.CreateFixture(shape);
                    _sensor.IsSensor = true;
                }
            }

            {
                CircleShape shape = new CircleShape(1.0f, 1);

                for (int i = 0; i < Count; ++i)
                {
                    _touching[i] = false;
                    _bodies[i] = BodyFactory.CreateBody(World);
                    _bodies[i].BodyType = BodyType.Dynamic;
                    _bodies[i].Position = new Vector2(-10.0f + 3.0f * i, 20.0f);
                    _bodies[i].UserData = i;

                    _bodies[i].CreateFixture(shape);
                }
            }
        }
开发者ID:hilts-vaughan,项目名称:Farseer-Physics,代码行数:34,代码来源:SensorTest.cs

示例2: RopeTest

        private RopeTest()
        {
            Body ground;
            {
                ground = new Body(World);

                EdgeShape shape = new EdgeShape(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
                ground.CreateFixture(shape);
            }

            {
                Body prevBody = ground;
                PolygonShape largeShape = new PolygonShape(PolygonTools.CreateRectangle(1.5f, 1.5f), 100);
                PolygonShape smallShape = new PolygonShape(PolygonTools.CreateRectangle(0.5f, 0.125f), 20);

                const int N = 10;
                const float y = 15;

                for (int i = 0; i < N; ++i)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(0.5f + 1.0f * i, y);

                    if (i == N - 1)
                    {
                        Fixture fixture = body.CreateFixture(largeShape);
                        fixture.Friction = 0.2f;
                        fixture.CollisionCategories = Category.Cat2;
                        fixture.CollidesWith = Category.All & ~Category.Cat2;
                        body.Position = new Vector2(1.0f * i, y);
                        body.AngularDamping = 0.4f;
                    }
                    else
                    {
                        Fixture fixture = body.CreateFixture(smallShape);
                        fixture.Friction = 0.2f;
                        fixture.CollisionCategories = Category.Cat1;
                        fixture.CollidesWith = Category.All & ~Category.Cat2;
                    }

                    Vector2 anchor = new Vector2(i, y);
                    RevoluteJoint jd = new RevoluteJoint(prevBody, body, prevBody.GetLocalPoint(ref anchor),
                                                         body.GetLocalPoint(ref anchor));
                    jd.CollideConnected = false;

                    World.AddJoint(jd);

                    prevBody = body;
                }

                _rj = new RopeJoint(ground, prevBody, new Vector2(0, y), Vector2.Zero);

                //FPE: The two following lines are actually not needed as FPE sets the MaxLength to a default value
                const float extraLength = 0.01f;
                _rj.MaxLength = N - 1.0f + extraLength;

                World.AddJoint(_rj);
            }
        }
开发者ID:hilts-vaughan,项目名称:Farseer-Physics,代码行数:60,代码来源:RopeTest.cs

示例3: CircleBenchmarkTest

        private CircleBenchmarkTest()
        {
            Body ground = BodyFactory.CreateBody(World);

            // Floor
            EdgeShape ashape = new EdgeShape(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
            ground.CreateFixture(ashape);

            // Left wall
            ashape = new EdgeShape(new Vector2(-40.0f, 0.0f), new Vector2(-40.0f, 45.0f));
            ground.CreateFixture(ashape);

            // Right wall
            ashape = new EdgeShape(new Vector2(40.0f, 0.0f), new Vector2(40.0f, 45.0f));
            ground.CreateFixture(ashape);

            // Roof
            ashape = new EdgeShape(new Vector2(-40.0f, 45.0f), new Vector2(40.0f, 45.0f));
            ground.CreateFixture(ashape);

            CircleShape shape = new CircleShape(1.0f, 1);

            for (int i = 0; i < XCount; i++)
            {
                for (int j = 0; j < YCount; ++j)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(-38f + 2.1f * i, 2.0f + 2.0f * j);

                    body.CreateFixture(shape);
                }
            }
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:34,代码来源:CircleBenchmarkTest.cs

示例4: PrismaticTest

        private PrismaticTest()
        {
            Body ground;
            {
                ground = BodyFactory.CreateBody(World);

                EdgeShape shape3 = new EdgeShape(new Vector2(-40.0f, 0.0f), new Vector2(40.0f, 0.0f));
                ground.CreateFixture(shape3);
            }

            PolygonShape shape = new PolygonShape(5);
            shape.SetAsBox(2.0f, 0.5f);

            Body body = BodyFactory.CreateBody(World);
            body.BodyType = BodyType.Dynamic;
            body.Position = new Vector2(0.0f, 10.0f);

            body.CreateFixture(shape);

            _fixedJoint = new FixedPrismaticJoint(body, body.Position, new Vector2(0.5f, 1.0f));
            _fixedJoint.MotorSpeed = 5.0f;
            _fixedJoint.MaxMotorForce = 1000.0f;
            _fixedJoint.MotorEnabled = true;
            _fixedJoint.LowerLimit = -10.0f;
            _fixedJoint.UpperLimit = 20.0f;
            _fixedJoint.LimitEnabled = true;

            World.AddJoint(_fixedJoint);

            PolygonShape shape2 = new PolygonShape(5);
            shape2.SetAsBox(2.0f, 0.5f);

            Body body2 = BodyFactory.CreateBody(World);
            body2.BodyType = BodyType.Dynamic;
            body2.Position = new Vector2(10.0f, 10.0f);

            body2.CreateFixture(shape2);

            _joint = new PrismaticJoint(ground, body2, ground.GetLocalPoint(body2.Position), Vector2.Zero,
                                        new Vector2(0.5f, 1.0f));
            _joint.MotorSpeed = 5.0f;
            _joint.MaxMotorForce = 1000.0f;
            _joint.MotorEnabled = true;
            _joint.LowerLimit = -10.0f;
            _joint.UpperLimit = 20.0f;
            _joint.LimitEnabled = true;

            World.AddJoint(_joint);
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:49,代码来源:PrismaticTest.cs

示例5: Initialize

        public void Initialize(Map.Map map)
        {
            var collision = new CollisionMap(map);
            if (_world == null)
                _world = new World(new Vector2(0, 0));
            else
                _world.Clear();

            var obstacles = collision.GetObstacles();
            var layer2Obstacles = obstacles.GetObstacles(2);
            foreach (var obstacle in layer2Obstacles)
            {
                var body = new Body(_world) { BodyType = BodyType.Static };
                _json.SetName(body, "Building" + obstacle.Z);
                Shape shape;
                Fixture fixture;
                switch (obstacle.Type)
                {
                    case ObstacleType.Line:
                        var lineObstacle = (LineObstacle)obstacle;
                        shape = new EdgeShape(lineObstacle.Start.ToMeters(), lineObstacle.End.ToMeters());
                        fixture = body.CreateFixture(shape);
                        _json.SetName(fixture, "Building" + obstacle.Z);
                        break;
                    case ObstacleType.Polygon:
                        var polygonObstacle = (PolygonObstacle)obstacle;
                        var convexPolygons = BayazitDecomposer.ConvexPartition(polygonObstacle.Vertices);
                        foreach (var convexPolygon in convexPolygons)
                        {
                            shape = new PolygonShape(convexPolygon.ToMeters(), 1);
                            fixture = body.CreateFixture(shape);
                            _json.SetName(fixture, "Building" + obstacle.Z);
                        }
                        break;
                    case ObstacleType.Rectangle:
                        var rectangleObstacle = (RectangleObstacle)obstacle;
                        shape = new PolygonShape(rectangleObstacle.Vertices.ToMeters(), 1);
                        fixture = body.CreateFixture(shape);
                        _json.SetName(fixture, "Building" + obstacle.Z);
                        break;
                }
            }
        }
开发者ID:spritefun,项目名称:gta2net,代码行数:43,代码来源:Physics.cs

示例6: ConfinedTest

        private ConfinedTest()
        {
            {
                Body ground = BodyFactory.CreateBody(World);

                // Floor
                EdgeShape shape = new EdgeShape(new Vector2(-10.0f, 0.0f), new Vector2(10.0f, 0.0f));
                ground.CreateFixture(shape);

                // Left wall
                shape = new EdgeShape(new Vector2(-10.0f, 0.0f), new Vector2(-10.0f, 20.0f));
                ground.CreateFixture(shape);

                // Right wall
                shape = new EdgeShape(new Vector2(10.0f, 0.0f), new Vector2(10.0f, 20.0f));
                ground.CreateFixture(shape);

                // Roof
                shape = new EdgeShape(new Vector2(-10.0f, 20.0f), new Vector2(10.0f, 20.0f));
                ground.CreateFixture(shape);
            }

            const float radius = 0.5f;
            CircleShape shape2 = new CircleShape(radius, 1);
            shape2.Position = Vector2.Zero;

            for (int j = 0; j < ColumnCount; ++j)
            {
                for (int i = 0; i < RowCount; ++i)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.BodyType = BodyType.Dynamic;
                    body.Position = new Vector2(-10.0f + (2.1f * j + 1.0f + 0.01f * i) * radius,
                                                (2.0f * i + 1.0f) * radius);

                    Fixture fixture = body.CreateFixture(shape2);
                    fixture.Friction = 0.1f;
                }
            }

            World.Gravity = Vector2.Zero;
        }
开发者ID:RCGame,项目名称:FarseerPhysics,代码行数:42,代码来源:ConfinedTest.cs

示例7: AttachCompoundPolygon

        public static List<Fixture> AttachCompoundPolygon(List<Vertices> list, float density, Body body, object userData)
        {
            List<Fixture> res = new List<Fixture>(list.Count);

            //Then we create several fixtures using the body
            foreach (Vertices vertices in list)
            {
                if (vertices.Count == 2)
                {
                    EdgeShape shape = new EdgeShape(vertices[0], vertices[1]);
                    res.Add(body.CreateFixture(shape, userData));
                }
                else
                {
                    PolygonShape shape = new PolygonShape(vertices, density);
                    res.Add(body.CreateFixture(shape, userData));
                }
            }

            return res;
        }
开发者ID:BraveSirAndrew,项目名称:farseerduality,代码行数:21,代码来源:FixtureFactory.cs

示例8: EdgeShapeBenchmark

        private EdgeShapeBenchmark()
        {
            // Ground body
            {
                Body ground = BodyFactory.CreateBody(World);

                float x1 = -20.0f;
                float y1 = 2.0f * (float)Math.Cos(x1 / 10.0f * (float)Math.PI);
                for (int i = 0; i < 80; ++i)
                {
                    float x2 = x1 + 0.5f;
                    float y2 = 2.0f * (float)Math.Cos(x2 / 10.0f * (float)Math.PI);

                    EdgeShape shape = new EdgeShape(new Vector2(x1, y1), new Vector2(x2, y2));
                    ground.CreateFixture(shape);

                    x1 = x2;
                    y1 = y2;
                }
            }

            const float w = 1.0f;
            const float t = 2.0f;
            float b = w / (2.0f + (float)Math.Sqrt(t));
            float s = (float)Math.Sqrt(t) * b;

            Vertices vertices = new Vertices(8);
            vertices.Add(new Vector2(0.5f * s, 0.0f));
            vertices.Add(new Vector2(0.5f * w, b));
            vertices.Add(new Vector2(0.5f * w, b + s));
            vertices.Add(new Vector2(0.5f * s, w));
            vertices.Add(new Vector2(-0.5f * s, w));
            vertices.Add(new Vector2(-0.5f * w, b + s));
            vertices.Add(new Vector2(-0.5f * w, b));
            vertices.Add(new Vector2(-0.5f * s, 0.0f));

            _polyShape = new PolygonShape(20);
            _polyShape.Set(vertices);
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:39,代码来源:EdgeShapeBenchmark.cs

示例9: GetChildEdge

        /// <summary>
        /// Get a child edge.
        /// </summary>
        /// <param name="edge">The edge.</param>
        /// <param name="index">The index.</param>
        public void GetChildEdge(ref EdgeShape edge, int index)
        {
            Debug.Assert(2 <= Vertices.Count);
            Debug.Assert(0 <= index && index < Vertices.Count);
            edge.ShapeType = ShapeType.Edge;
            edge.Radius = Radius;
            edge.HasVertex0 = true;
            edge.HasVertex3 = true;

            int i0 = index - 1 >= 0 ? index - 1 : Vertices.Count - 1;
            int i1 = index;
            int i2 = index + 1 < Vertices.Count ? index + 1 : 0;
            int i3 = index + 2;
            while (i3 >= Vertices.Count)
            {
                i3 -= Vertices.Count;
            }

            edge.Vertex0 = Vertices[i0];
            edge.Vertex1 = Vertices[i1];
            edge.Vertex2 = Vertices[i2];
            edge.Vertex3 = Vertices[i3];
        }
开发者ID:dvgamer,项目名称:GhostLegend-XNA,代码行数:28,代码来源:LoopShape.cs

示例10: GetChildEdge

        /// <summary>
        /// This method has been optimized to reduce garbage.
        /// </summary>
        /// <param name="edge">The cached edge to set properties on.</param>
        /// <param name="index">The index.</param>
        internal void GetChildEdge(EdgeShape edge, int index)
        {
            Debug.Assert(0 <= index && index < Vertices.Count - 1);
            Debug.Assert(edge != null);

            edge.ShapeType = ShapeType.Edge;
            edge._radius = _radius;

            edge.Vertex1 = Vertices[index + 0];
            edge.Vertex2 = Vertices[index + 1];

            if (index > 0)
            {
                edge.Vertex0 = Vertices[index - 1];
                edge.HasVertex0 = true;
            }
            else
            {
                edge.Vertex0 = _prevVertex;
                edge.HasVertex0 = _hasPrevVertex;
            }

            if (index < Vertices.Count - 2)
            {
                edge.Vertex3 = Vertices[index + 2];
                edge.HasVertex3 = true;
            }
            else
            {
                edge.Vertex3 = _nextVertex;
                edge.HasVertex3 = _hasNextVertex;
            }
        }
开发者ID:TIHan,项目名称:MemeFighter,代码行数:38,代码来源:ChainShape.cs

示例11: CollideEdgeAndPolygon

 /// <summary>
 /// Collides and edge and a polygon, taking into account edge adjacency.
 /// </summary>
 /// <param name="manifold">The manifold.</param>
 /// <param name="edgeA">The edge A.</param>
 /// <param name="xfA">The xf A.</param>
 /// <param name="polygonB">The polygon B.</param>
 /// <param name="xfB">The xf B.</param>
 public static void CollideEdgeAndPolygon(ref Manifold manifold, EdgeShape edgeA, ref Transform xfA, PolygonShape polygonB, ref Transform xfB)
 {
     EPCollider collider = new EPCollider();
     collider.Collide(ref manifold, edgeA, ref xfA, polygonB, ref xfB);
 }
开发者ID:Alexz18z35z,项目名称:Gibbo2D,代码行数:13,代码来源:Collision.cs

示例12: Clone

 public override Shape Clone()
 {
     EdgeShape edge = new EdgeShape();
     edge._radius = _radius;
     edge._density = _density;
     edge.HasVertex0 = HasVertex0;
     edge.HasVertex3 = HasVertex3;
     edge.Vertex0 = Vertex0;
     edge._vertex1 = _vertex1;
     edge._vertex2 = _vertex2;
     edge.Vertex3 = Vertex3;
     edge.MassData = MassData;
     return edge;
 }
开发者ID:HaKDMoDz,项目名称:Zazumo,代码行数:14,代码来源:EdgeShape.cs

示例13: Clone

 public override Shape Clone()
 {
     EdgeShape clone = new EdgeShape();
     clone.ShapeType = ShapeType;
     clone._radius = _radius;
     clone._density = _density;
     clone.HasVertex0 = HasVertex0;
     clone.HasVertex3 = HasVertex3;
     clone.Vertex0 = Vertex0;
     clone._vertex1 = _vertex1;
     clone._vertex2 = _vertex2;
     clone.Vertex3 = Vertex3;
     clone.MassData = MassData;
     return clone;
 }
开发者ID:ImmortalJINX,项目名称:Project-EGOR,代码行数:15,代码来源:EdgeShape.cs

示例14: ApplyForceTest

        private ApplyForceTest()
        {
            World.Gravity = Vector2.Zero;

            const float restitution = 0.4f;

            Body ground;
            {
                ground = BodyFactory.CreateBody(World);
                ground.Position = new Vector2(0.0f, 20.0f);

                EdgeShape shape = new EdgeShape(new Vector2(-20.0f, -20.0f), new Vector2(-20.0f, 20.0f));

                // Left vertical
                Fixture fixture = ground.CreateFixture(shape);
                fixture.Restitution = restitution;

                // Right vertical
                shape = new EdgeShape(new Vector2(20.0f, -20.0f), new Vector2(20.0f, 20.0f));
                ground.CreateFixture(shape);

                // Top horizontal
                shape = new EdgeShape(new Vector2(-20.0f, 20.0f), new Vector2(20.0f, 20.0f));
                ground.CreateFixture(shape);

                // Bottom horizontal
                shape = new EdgeShape(new Vector2(-20.0f, -20.0f), new Vector2(20.0f, -20.0f));
                ground.CreateFixture(shape);
            }

            {
                Transform xf1 = new Transform();
                xf1.q.Set(0.3524f * Settings.Pi);
                xf1.p = MathUtils.Mul(ref xf1.q, new Vector2(1.0f, 0.0f));

                Vertices vertices = new Vertices(3);
                vertices.Add(MathUtils.Mul(ref xf1, new Vector2(-1.0f, 0.0f)));
                vertices.Add(MathUtils.Mul(ref xf1, new Vector2(1.0f, 0.0f)));
                vertices.Add(MathUtils.Mul(ref xf1, new Vector2(0.0f, 0.5f)));

                PolygonShape poly1 = new PolygonShape(vertices, 4);

                Transform xf2 = new Transform();
                xf2.q.Set(-0.3524f * Settings.Pi);
                xf2.p = MathUtils.Mul(ref xf2.q, new Vector2(-1.0f, 0.0f));

                vertices[0] = MathUtils.Mul(ref xf2, new Vector2(-1.0f, 0.0f));
                vertices[1] = MathUtils.Mul(ref xf2, new Vector2(1.0f, 0.0f));
                vertices[2] = MathUtils.Mul(ref xf2, new Vector2(0.0f, 0.5f));

                PolygonShape poly2 = new PolygonShape(vertices, 2);

                _body = BodyFactory.CreateBody(World);
                _body.BodyType = BodyType.Dynamic;
                _body.Position = new Vector2(0.0f, 2.0f);
                _body.Rotation = Settings.Pi;
                _body.AngularDamping = 5.0f;
                _body.LinearDamping = 0.8f;
                _body.SleepingAllowed = true;

                _body.CreateFixture(poly1);
                _body.CreateFixture(poly2);
            }

            {
                Vertices box = PolygonTools.CreateRectangle(0.5f, 0.5f);
                PolygonShape shape = new PolygonShape(box, 1);

                for (int i = 0; i < 10; ++i)
                {
                    Body body = BodyFactory.CreateBody(World);
                    body.Position = new Vector2(0.0f, 5.0f + 1.54f * i);
                    body.BodyType = BodyType.Dynamic;

                    Fixture fixture = body.CreateFixture(shape);
                    fixture.Friction = 0.3f;

                    const float gravity = 10.0f;
                    float I = body.Inertia;
                    float mass = body.Mass;

                    // For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
                    float radius = (float)Math.Sqrt(2.0 * (I / mass));

                    FrictionJoint jd = new FrictionJoint(ground, body, Vector2.Zero);
                    jd.CollideConnected = true;
                    jd.MaxForce = mass * gravity;
                    jd.MaxTorque = mass * radius * gravity;

                    World.AddJoint(jd);
                }
            }
        }
开发者ID:boris2,项目名称:mmogameproject2,代码行数:93,代码来源:ApplyForceTest.cs

示例15: EdgeTest

        private EdgeTest()
        {
            {
                Body ground = BodyFactory.CreateBody(World);

                Vector2 v1 = new Vector2(-10.0f, 0.0f);
                Vector2 v2 = new Vector2(-7.0f, -2.0f);
                Vector2 v3 = new Vector2(-4.0f, 0.0f);
                Vector2 v4 = Vector2.Zero;
                Vector2 v5 = new Vector2(4.0f, 0.0f);
                Vector2 v6 = new Vector2(7.0f, 2.0f);
                Vector2 v7 = new Vector2(10.0f, 0.0f);

                EdgeShape shape = new EdgeShape(v1, v2);
                shape.HasVertex3 = true;
                shape.Vertex3 = v3;
                ground.CreateFixture(shape);

                shape.Set(v2, v3);
                shape.HasVertex0 = true;
                shape.HasVertex3 = true;
                shape.Vertex0 = v1;
                shape.Vertex3 = v4;
                ground.CreateFixture(shape);

                shape.Set(v3, v4);
                shape.HasVertex0 = true;
                shape.HasVertex3 = true;
                shape.Vertex0 = v2;
                shape.Vertex3 = v5;
                ground.CreateFixture(shape);

                shape.Set(v4, v5);
                shape.HasVertex0 = true;
                shape.HasVertex3 = true;
                shape.Vertex0 = v3;
                shape.Vertex3 = v6;
                ground.CreateFixture(shape);

                shape.Set(v5, v6);
                shape.HasVertex0 = true;
                shape.HasVertex3 = true;
                shape.Vertex0 = v4;
                shape.Vertex3 = v7;
                ground.CreateFixture(shape);

                shape.Set(v6, v7);
                shape.HasVertex0 = true;
                shape.Vertex0 = v5;
                ground.CreateFixture(shape);
            }

            {
                Body body = BodyFactory.CreateBody(World, new Vector2(-0.5f, 0.6f));
                body.BodyType = BodyType.Dynamic;
                body.SleepingAllowed = false;

                CircleShape shape = new CircleShape(0.5f, 1);
                _circleFixture = body.CreateFixture(shape);
            }

            {
                Body body = BodyFactory.CreateBody(World, new Vector2(1.0f, 0.6f));
                body.BodyType = BodyType.Dynamic;
                body.SleepingAllowed = false;

                PolygonShape shape = new PolygonShape(1);
                shape.Vertices = PolygonTools.CreateRectangle(0.5f, 0.5f);

                body.CreateFixture(shape);
            }
        }
开发者ID:RCGame,项目名称:FarseerPhysics,代码行数:72,代码来源:EdgeTest.cs


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