Beispiel #1
0
        private void ProcessRemovedItems()
        {
            //Remove any new geometries
            for (int i = 0; i < geomRemoveList.Count; i++)
            {
                geomRemoveList[i].isRemoved = true;
                geomList.Remove(geomRemoveList[i]);

                //Remove any arbiters associated with the geometries being removed
                for (int j = arbiterList.Count; j > 0; j--)
                {
                    if (arbiterList[j - 1].GeometryA == geomRemoveList[i] ||
                        arbiterList[j - 1].GeometryB == geomRemoveList[i])
                    {
                        arbiterList.Remove(arbiterList[j - 1]);
                    }
                }
            }

            if (geomRemoveList.Count > 0)
            {
                _broadPhaseCollider.ProcessRemovedGeoms();
            }

            geomRemoveList.Clear();

            //Remove any new bodies
            for (int i = 0; i < bodyRemoveList.Count; i++)
            {
                bodyList.Remove(bodyRemoveList[i]);
            }
            bodyRemoveList.Clear();

            //Remove any new controllers
            for (int i = 0; i < controllerRemoveList.Count; i++)
            {
                controllerList.Remove(controllerRemoveList[i]);
            }
            controllerRemoveList.Clear();

            //Remove any new joints
            for (int i = 0; i < jointRemoveList.Count; i++)
            {
                jointList.Remove(jointRemoveList[i]);
            }
            jointRemoveList.Clear();

            //Remove any new springs
            for (int i = 0; i < springRemoveList.Count; i++)
            {
                springList.Remove(springRemoveList[i]);
            }
            springRemoveList.Clear();
        }
Beispiel #2
0
        private void ProcessRemovedJoints()
        {
            if (_jointRemoveList.Count > 0)
            {
                foreach (var joint in _jointRemoveList)
                {
                    var collideConnected = joint.CollideConnected;

                    // Remove from the world list.
                    JointList.Remove(joint);

                    // Disconnect from island graph.
                    var bodyA = joint.BodyA;
                    var bodyB = joint.BodyB;

                    // Wake up connected bodies.
                    bodyA.Awake = true;

                    // WIP David
                    if (!joint.IsFixedType())
                    {
                        bodyB.Awake = true;
                    }

                    // Remove from body 1.
                    if (joint.EdgeA.Prev != null)
                    {
                        joint.EdgeA.Prev.Next = joint.EdgeA.Next;
                    }

                    if (joint.EdgeA.Next != null)
                    {
                        joint.EdgeA.Next.Prev = joint.EdgeA.Prev;
                    }

                    if (joint.EdgeA == bodyA.JointList)
                    {
                        bodyA.JointList = joint.EdgeA.Next;
                    }

                    joint.EdgeA.Prev = null;
                    joint.EdgeA.Next = null;

                    // WIP David
                    if (!joint.IsFixedType())
                    {
                        // Remove from body 2
                        if (joint.EdgeB.Prev != null)
                        {
                            joint.EdgeB.Prev.Next = joint.EdgeB.Next;
                        }

                        if (joint.EdgeB.Next != null)
                        {
                            joint.EdgeB.Next.Prev = joint.EdgeB.Prev;
                        }

                        if (joint.EdgeB == bodyB.JointList)
                        {
                            bodyB.JointList = joint.EdgeB.Next;
                        }

                        joint.EdgeB.Prev = null;
                        joint.EdgeB.Next = null;

                        // If the joint prevents collisions, then flag any contacts for filtering.
                        if (collideConnected == false)
                        {
                            var edge = bodyB.ContactList;
                            while (edge != null)
                            {
                                if (edge.Other == bodyA)
                                {
                                    // Flag the contact for filtering at the next time step (where either
                                    // body is awake).
                                    edge.Contact._flags |= ContactFlags.FilterFlag;
                                }

                                edge = edge.Next;
                            }
                        }
                    }

                    JointRemoved?.Invoke(joint);
                }

                _jointRemoveList.Clear();
            }
        }
Beispiel #3
0
        private void ProcessRemovedJoints()
        {
            if (_jointRemoveList.Count > 0)
            {
                foreach (Joint joint in _jointRemoveList)
                {
                    bool collideConnected = joint.CollideConnected;

                    // Remove from the world list.
                    JointList.Remove(joint);

                    // Disconnect from island graph.
                    Body bodyA = joint.BodyA;
                    Body bodyB = joint.BodyB;

                    // Wake up connected bodies.
                    bodyA.Awake = true;

                    // WIP David
                    if (!joint.IsFixedType())
                    {
                        bodyB.Awake = true;
                    }

                    // Remove from body 1.
                    bodyA.JointList.Remove(joint);

                    // WIP David
                    if (!joint.IsFixedType())
                    {
                        // Remove from body 2
                        bodyB.JointList.Remove(joint);
                    }

                    // WIP David
                    if (!joint.IsFixedType())
                    {
                        // If the joint prevents collisions, then flag any contacts for filtering.
                        if (collideConnected == false)
                        {
                            ContactEdge edge = bodyB.ContactList;
                            while (edge != null)
                            {
                                if (edge.Other == bodyA)
                                {
                                    // Flag the contact for filtering at the next time step (where either
                                    // body is awake).
                                    edge.Contact.FlagForFiltering();
                                }

                                edge = edge.Next;
                            }
                        }
                    }

                    if (JointRemoved != null)
                    {
                        JointRemoved(joint);
                    }
                }

                _jointRemoveList.Clear();
            }
        }
Beispiel #4
0
 public void RemoveJoint(Joint joint)
 {
     _jointList.Remove(joint);
 }
        /// <summary>
        /// Destroy a joint. This may cause the connected bodies to begin colliding.
        /// Warning: This function is locked during callbacks.
        /// </summary>
        /// <param name="joint">The joint.</param>
        public void RemoveJoint(Joint joint)
        {
            Debug.Assert(!IsLocked);
            if (IsLocked)
            {
                return;
            }

            bool collideConnected = joint.CollideConnected;

            // Remove from the world list.
            JointList.Remove(joint);

            // Disconnect from island graph.
            Body bodyA = joint.BodyA;
            Body bodyB = joint.BodyB;

            // Wake up connected bodies.
            bodyA.Awake = true;

            // WIP David
            if (!joint.IsFixedType())
            {
                bodyB.Awake = true;
            }

            // Remove from body 1.
            if (joint.EdgeA.Prev != null)
            {
                joint.EdgeA.Prev.Next = joint.EdgeA.Next;
            }

            if (joint.EdgeA.Next != null)
            {
                joint.EdgeA.Next.Prev = joint.EdgeA.Prev;
            }

            if (joint.EdgeA == bodyA.JointList)
            {
                bodyA.JointList = joint.EdgeA.Next;
            }

            joint.EdgeA.Prev = null;
            joint.EdgeA.Next = null;

            // WIP David
            if (!joint.IsFixedType())
            {
                // Remove from body 2
                if (joint.EdgeB.Prev != null)
                {
                    joint.EdgeB.Prev.Next = joint.EdgeB.Next;
                }

                if (joint.EdgeB.Next != null)
                {
                    joint.EdgeB.Next.Prev = joint.EdgeB.Prev;
                }

                if (joint.EdgeB == bodyB.JointList)
                {
                    bodyB.JointList = joint.EdgeB.Next;
                }

                joint.EdgeB.Prev = null;
                joint.EdgeB.Next = null;
            }

            // WIP David
            if (!joint.IsFixedType())
            {
                // If the joint prevents collisions, then flag any contacts for filtering.
                if (collideConnected == false)
                {
                    ContactEdge edge = bodyB.ContactList;
                    while (edge != null)
                    {
                        if (edge.Other == bodyA)
                        {
                            // Flag the contact for filtering at the next time step (where either
                            // body is awake).
                            edge.Contact.FlagForFiltering();
                        }

                        edge = edge.Next;
                    }
                }
            }

            if (JointRemoved != null)
            {
                JointRemoved(joint);
            }
        }
        /// <summary>
        /// Processes the removed geometries (and their arbiters), bodies, controllers, joints and springs.
        /// </summary>
        private void ProcessRemovedItems()
        {
            //Remove any new geometries
            _tempCount = _geomRemoveList.Count;
            for (int i = 0; i < _tempCount; i++)
            {
                _geomRemoveList[i].InSimulation = false;
                GeomList.Remove(_geomRemoveList[i]);

                //Remove any arbiters associated with the geometries being removed
                for (int j = ArbiterList.Count; j > 0; j--)
                {
                    if (ArbiterList[j - 1].GeometryA == _geomRemoveList[i] ||
                        ArbiterList[j - 1].GeometryB == _geomRemoveList[i])
                    {
                        //TODO: Should we create a RemoveComplete method and remove all Contacts associated
                        //with the arbiter?
                        arbiterPool.Insert(ArbiterList[j - 1]);
                        ArbiterList.Remove(ArbiterList[j - 1]);
                    }
                }
            }

            if (_geomRemoveList.Count > 0)
            {
                _broadPhaseCollider.ProcessRemovedGeoms();
            }

            _geomRemoveList.Clear();

            //Remove any new bodies
            _tempCount = _bodyRemoveList.Count;
            for (int i = 0; i < _tempCount; i++)
            {
                BodyList.Remove(_bodyRemoveList[i]);
            }
            _bodyRemoveList.Clear();

            //Remove any new controllers
            _tempCount = _controllerRemoveList.Count;
            for (int i = 0; i < _tempCount; i++)
            {
                ControllerList.Remove(_controllerRemoveList[i]);
            }
            _controllerRemoveList.Clear();

            //Remove any new joints
            int jointRemoveCount = _jointRemoveList.Count;

            for (int i = 0; i < jointRemoveCount; i++)
            {
                JointList.Remove(_jointRemoveList[i]);
            }
            _jointRemoveList.Clear();

            //Remove any new springs
            _tempCount = _springRemoveList.Count;
            for (int i = 0; i < _tempCount; i++)
            {
                SpringList.Remove(_springRemoveList[i]);
            }
            _springRemoveList.Clear();
        }