Beispiel #1
0
        public virtual void DoSelfCollision(CollisionDetectedHandler collision)
        {
            if (!selfCollision)
            {
                return;
            }

            JVector point, normal;
            float   penetration;

            for (int i = 0; i < points.Count; i++)
            {
                queryList.Clear();
                this.dynamicTree.Query(queryList, ref points[i].boundingBox);

                for (int e = 0; e < queryList.Count; e++)
                {
                    Triangle t = this.dynamicTree.GetUserData(queryList[e]);

                    if (!(t.VertexBody1 == points[i] || t.VertexBody2 == points[i] || t.VertexBody3 == points[i]))
                    {
                        if (XenoCollide.Detect(points[i].Shape, t, ref points[i].orientation,
                                               ref JMatrix.InternalIdentity, ref points[i].position, ref JVector.InternalZero,
                                               out point, out normal, out penetration))
                        {
                            int nearest = CollisionSystem.FindNearestTrianglePoint(this, queryList[e], ref point);

                            collision(points[i], points[nearest], point, point, normal, penetration);
                        }
                    }
                }
            }
        }
Beispiel #2
0
        void FixedUpdate()
        {
            if (IsTrigger)
            {
                JMatrix otherOrientation;
                JVector otherPosition, point, normal;
                float   penetration;

                foreach (var body in JPhysics.Bodies)
                {
                    if (body.Key.Shape is Multishape)
                    {
                        continue;
                    }

                    otherPosition    = body.Key.Position;
                    otherOrientation = body.Key.Orientation;
                    bool collide = XenoCollide.Detect(shape, body.Key.Shape, ref orientation, ref otherOrientation,
                                                      ref position, ref otherPosition, out point, out normal,
                                                      out penetration);
                    var i = new TriggerInfo
                    {
                        Body        = body.Value,
                        Point       = point,
                        Normal      = normal,
                        Penetration = penetration
                    };
                    if (collide && !collidingBodies.ContainsKey(body.Key))
                    {
                        collidingBodies.Add(body.Key, body.Value);
                        if (TriggerEnter != null)
                        {
                            TriggerEnter(i);
                        }
                    }
                    else if (!collide && collidingBodies.ContainsKey(body.Key))
                    {
                        collidingBodies.Remove(body.Key);
                        if (TriggerExit != null)
                        {
                            TriggerExit(i);
                        }
                    }
                    else if (collide && collidingBodies.ContainsKey(body.Key))
                    {
                        if (TriggerStay != null)
                        {
                            TriggerStay(i);
                        }
                    }
                }
            }
        }
Beispiel #3
0
 private void PostStep(float timeStep)
 {
     foreach (RigidBody body in physics.World.RigidBodies)
     {
         if (body.Shape is Multishape)
         {
             continue;                           // no multishape support!
         }
         if (body.IsStaticOrInactive)
         {
             continue;                              // not interested in static bodies like terrain, and inactive objects don't change their trigger state
         }
         var collide = physics.World.CollisionSystem.CheckBoundingBoxes(physics.Body, body);
         if (collide)
         {
             var     otherPosition = body.Position;
             var     otherOrientation = body.Orientation;
             var     sensorOrientation = physics.Body.Orientation;
             var     sensorPosition = physics.Body.Position;
             JVector point, normal;
             float   penetration;
             collide = XenoCollide.Detect(physics.Body.Shape, body.Shape, ref sensorOrientation, ref otherOrientation,
                                          ref sensorPosition, ref otherPosition, out point, out normal, out penetration);
             if (collide && !CollidingBodies.Contains(body))
             {
                 // okay, we detected a collision, but it's not already in the list!
                 CollidingBodies.Add(body);
                 if (TriggerEntered != null)
                 {
                     TriggerEntered(this, new SensorEventArgs(Entity.Find(body.Tag.ToString())));
                 }
             }
         }
         if (!collide && CollidingBodies.Contains(body))
         {
             // okay, we detected no collisions, but is in the list!
             CollidingBodies.Remove(body);
             if (TriggerExited != null)
             {
                 TriggerExited(this, new SensorEventArgs(Entity.Find(body.Tag.ToString())));
             }
         }
     }
 }
    public static JCollision DetectCollision(RigidBody body1, RigidBody body2)
    {
        System.Diagnostics.Debug.Assert(body1 != body2, "body1 == body2");

        var position1    = body1.Position;
        var position2    = body2.Position;
        var orientation1 = body1.Orientation;
        var orientation2 = body2.Orientation;

        JVector point;
        JVector normal;
        float   penetration;
        var     collisionDetected = XenoCollide.Detect(body1.Shape, body2.Shape, ref orientation1, ref orientation2, ref position1, ref position2, out point, out normal, out penetration);

        if (collisionDetected == false)
        {
            return(null);
        }

        return(new JCollision(body1, body2, point.ToVector3(), normal.ToVector3(), penetration));
    }
    public static IEnumerable <JCollision> DetectCollisions(RigidBody body)
    {
        var position1    = body.Position;
        var orientation1 = body.Orientation;

        foreach (RigidBody body2 in World.RigidBodies)
        {
            if (body == body2)
            {
                continue;
            }
            var position2    = body2.Position;
            var orientation2 = body2.Orientation;

            JVector point;
            JVector normal;
            float   penetration;
            var     collisionDetected = XenoCollide.Detect(body.Shape, body2.Shape, ref orientation1, ref orientation2, ref position1, ref position2, out point, out normal, out penetration);
            if (collisionDetected)
            {
                yield return(new JCollision(body, body2, point.ToVector3(), normal.ToVector3(), penetration));
            }
        }
    }
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            KeyboardState keys             = Keyboard.GetState();
            JVector       moveVector       = JVector.Zero;
            float         amountOfMovement = 0.05f;

            if (keys.IsKeyDown(Keys.Right))
            {
                moveVector.X += amountOfMovement;
            }
            if (keys.IsKeyDown(Keys.Left))
            {
                moveVector.X -= amountOfMovement;
            }
            if (keys.IsKeyDown(Keys.Down))
            {
                moveVector.Y -= amountOfMovement;
            }
            if (keys.IsKeyDown(Keys.Up))
            {
                moveVector.Y += amountOfMovement;
            }

            body1.Position += moveVector;

            body1.Orientation += 0.001f;
            body2.Orientation -= 0.001f;

            JMatrix o1   = JMatrix.CreateRotationZ(body1.Orientation);
            JMatrix o2   = JMatrix.CreateRotationZ(body2.Orientation);
            JVector pos1 = body1.Position;
            JVector pos2 = body2.Position;

            JVector point2;

            sw.Start();
            hit = XenoCollide.Detect(body1.Shape, body2.Shape, ref o1, ref o2, ref pos1, ref pos2, out point, out normal, out penetration);
            sw.Stop();

            ticks = sw.ElapsedTicks;
            sw.Reset();

            DebugDrawer.DrawLine(point, point + normal);

            //DebugDrawer.DrawPoint(point2);
            DebugDrawer.DrawPoint(point);
            DebugDrawer.Color = Color.Red;

            DebugDrawer.Color = Color.Black;
            DebugDrawer.DrawLine(JVector.Up, JVector.Down);
            DebugDrawer.DrawLine(JVector.Left, JVector.Right);

            body1.DebugDraw(DebugDrawer);
            body2.DebugDraw(DebugDrawer);

            if (hit)
            {
                var oldPosition = body1.Position;

                body1.Position += normal;
                body1.DebugDraw(DebugDrawer);
                body1.Position = oldPosition;
            }

            base.Update(gameTime);
        }