using System.Collections.Generic; using System.Text; using FarseerPhysics.Common; using FarseerPhysics.Common.Decomposition; using FarseerPhysics.Common.PolygonManipulation; using FarseerPhysics.Dynamics; using FarseerPhysics.Factories; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace FarseerPhysics.SamplesFramework { internal class AdvancedDemo1 : PhysicsGameScreen, IDemoScreen { private Border _border; private Body _compound; private Vector2 _origin; private Texture2D _polygonTexture; private float _scale; #region IDemoScreen Members public string GetTitle() { return "Texture to vertices"; } public string GetDetails() { StringBuilder sb = new StringBuilder(); sb.AppendLine("TODO: Add sample description!"); sb.AppendLine(string.Empty); sb.AppendLine("GamePad:"); sb.AppendLine(" - Move cursor: left thumbstick"); sb.AppendLine(" - Grab object (beneath cursor): A button"); sb.AppendLine(" - Drag grabbed object: left thumbstick"); sb.AppendLine(" - Exit to menu: Back button"); sb.AppendLine(string.Empty); sb.AppendLine("Keyboard:"); sb.AppendLine(" - Exit to menu: Escape"); sb.AppendLine(string.Empty); sb.AppendLine("Mouse / Touchscreen"); sb.AppendLine(" - Grab object (beneath cursor): Left click"); sb.AppendLine(" - Drag grabbed object: move mouse / finger"); return sb.ToString(); } #endregion public override void LoadContent() { base.LoadContent(); World.Gravity = Vector2.Zero; _border = new Border(World, this, ScreenManager.GraphicsDevice.Viewport); //load texture that will represent the physics body _polygonTexture = ScreenManager.Content.Load("Samples/object"); //Create an array to hold the data from the texture uint[] data = new uint[_polygonTexture.Width * _polygonTexture.Height]; //Transfer the texture data to the array _polygonTexture.GetData(data); //Find the vertices that makes up the outline of the shape in the texture Vertices textureVertices = PolygonTools.CreatePolygon(data, _polygonTexture.Width, false); //The tool return vertices as they were found in the texture. //We need to find the real center (centroid) of the vertices for 2 reasons: //1. To translate the vertices so the polygon is centered around the centroid. Vector2 centroid = -textureVertices.GetCentroid(); textureVertices.Translate(ref centroid); //2. To draw the texture the correct place. _origin = -centroid; //We simplify the vertices found in the texture. textureVertices = SimplifyTools.ReduceByDistance(textureVertices, 4f); //Since it is a concave polygon, we need to partition it into several smaller convex polygons List list = BayazitDecomposer.ConvexPartition(textureVertices); //Adjust the scale of the object for WP7's lower resolution #if WINDOWS_PHONE _scale = 0.6f; #else _scale = 1f; #endif //scale the vertices from graphics space to sim space Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)) * _scale; foreach (Vertices vertices in list) { vertices.Scale(ref vertScale); } //Create a single body with multiple fixtures _compound = BodyFactory.CreateCompoundPolygon(World, list, 1f, BodyType.Dynamic); _compound.BodyType = BodyType.Dynamic; } public override void Draw(GameTime gameTime) { ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, Camera.View); ScreenManager.SpriteBatch.Draw(_polygonTexture, ConvertUnits.ToDisplayUnits(_compound.Position), null, Color.Tomato, _compound.Rotation, _origin, _scale, SpriteEffects.None, 0f); ScreenManager.SpriteBatch.End(); _border.Draw(); base.Draw(gameTime); } } }