本文整理汇总了C#中FarseerPhysics.Dynamics.World.TestPoint方法的典型用法代码示例。如果您正苦于以下问题:C# World.TestPoint方法的具体用法?C# World.TestPoint怎么用?C# World.TestPoint使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FarseerPhysics.Dynamics.World
的用法示例。
在下文中一共展示了World.TestPoint方法的4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: Update
public void Update(GameTime gameTime, CameraOperator cameraOperator, World world)
{
_sprite.Body.Center = Input.Mouse.Position;
if (_mouseJoint != null)
{
if (Input.Mouse.IsButtonDown(Input.Mouse.MouseButton.Left))
{
_mouseJoint.WorldAnchorB = cameraOperator.Camera.PositionOnWorld(Input.Mouse.Position);
}
else
{
world.RemoveJoint(_mouseJoint);
_mouseJoint = null;
}
}
else
{
Vector2 cursorWorldPosition = cameraOperator.Camera.PositionOnWorld(Input.Mouse.Position);
if (Input.Mouse.IsButtonClicked(Input.Mouse.MouseButton.Left))
{
Fixture fixture;
float radiusMeters = _sprite.Body.Projection.BoundingBox.Dimensions.X.ToMeters();
if ((fixture =
world.TestPoint(cursorWorldPosition - new Vector2(radiusMeters))) != null ||
(fixture =
world.TestPoint(cursorWorldPosition + new Vector2(radiusMeters))) != null ||
(fixture =
world.TestPoint(cursorWorldPosition + new Vector2(radiusMeters, -radiusMeters))) != null ||
(fixture =
world.TestPoint(cursorWorldPosition - new Vector2(radiusMeters, -radiusMeters))) != null)
{
if (fixture.UserData is Coin)
{
_mouseJoint = new FixedMouseJoint(fixture.Body, cursorWorldPosition)
{
MaxForce = 200*fixture.Body.Mass
};
world.AddJoint(_mouseJoint);
}
}
}
}
}
示例2: Cut
/// <summary>
/// This is a high-level function to cuts fixtures inside the given world, using the start and end points.
/// Note: We don't support cutting when the start or end is inside a shape.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="start">The startpoint.</param>
/// <param name="end">The endpoint.</param>
/// <returns>True if the cut was performed.</returns>
public static bool Cut(World world, Vector2 start, Vector2 end)
{
List<Fixture> fixtures = new List<Fixture>();
List<Vector2> entryPoints = new List<Vector2>();
List<Vector2> exitPoints = new List<Vector2>();
//We don't support cutting when the start or end is inside a shape.
if (world.TestPoint(start) != null || world.TestPoint(end) != null)
return false;
//Get the entry points
world.RayCast((f, p, n, fr) =>
{
fixtures.Add(f);
entryPoints.Add(p);
return 1;
}, start, end);
//Reverse the ray to get the exitpoints
world.RayCast((f, p, n, fr) =>
{
exitPoints.Add(p);
return 1;
}, end, start);
//We only have a single point. We need at least 2
if (entryPoints.Count + exitPoints.Count < 2)
return false;
for (int i = 0; i < fixtures.Count; i++)
{
// can't cut circles or edges yet !
if (fixtures[i].Shape.ShapeType != ShapeType.Polygon)
continue;
if (fixtures[i].Body.BodyType != BodyType.Static)
{
//Split the shape up into two shapes
Vertices first;
Vertices second;
SplitShape(fixtures[i], entryPoints[i], exitPoints[i], out first, out second);
//Delete the original shape and create two new. Retain the properties of the body.
if (first.CheckPolygon() == PolygonError.NoError)
{
Body firstFixture = BodyFactory.CreatePolygon(world, first, fixtures[i].Shape.Density, fixtures[i].Body.Position);
firstFixture.Rotation = fixtures[i].Body.Rotation;
firstFixture.LinearVelocity = fixtures[i].Body.LinearVelocity;
firstFixture.AngularVelocity = fixtures[i].Body.AngularVelocity;
firstFixture.BodyType = BodyType.Dynamic;
}
if (second.CheckPolygon() == PolygonError.NoError)
{
Body secondFixture = BodyFactory.CreatePolygon(world, second, fixtures[i].Shape.Density, fixtures[i].Body.Position);
secondFixture.Rotation = fixtures[i].Body.Rotation;
secondFixture.LinearVelocity = fixtures[i].Body.LinearVelocity;
secondFixture.AngularVelocity = fixtures[i].Body.AngularVelocity;
secondFixture.BodyType = BodyType.Dynamic;
}
world.RemoveBody(fixtures[i].Body);
}
}
return true;
}
示例3: MouseHoverEventProcessing
public void MouseHoverEventProcessing(World world)
{
var selectedFixture = world.TestPoint(ConvertUnits.ToSimUnits(MouseVector2)) as Fixture;
if (selectedFixture != null)
if (OnMouseHover != null)
{
selectedItemID = selectedFixture.Body.BodyId;
OnMouseHover(selectedItemID, mouseState);
}
else
selectedItemID = -1;
}
示例4: rayCast
/// <summary>
/// returns false if there are no CollisionCategorie 2 objects between startPosition and endPosition, else return true
/// less accuracy is more accuracy ;)
/// </summary>
/// <param name="aPlayer"></param>
/// <param name="world"></param>
/// <returns></returns>
private bool rayCast(Vector2 startPosition, Vector2 endPosition, int accuracy, World world)
{
Vector2 startRay = startPosition;
Vector2 endRay = endPosition;
Vector2 direction = new Vector2(endRay.X - startRay.X, endRay.Y - startRay.Y);
direction.Normalize();
while (new Vector2((int)startRay.X, (int)startRay.Y) != new Vector2((int)endRay.X, (int)endRay.Y))
{
startRay = startRay + direction * accuracy;
Fixture fixture = world.TestPoint(ConvertUnits.ToSimUnits(startRay));
if (fixture != null && fixture.CollisionCategories == Category.Cat2)
{
return true;
}
}
return false;
}