// Broad-phase callback.
        private void AddPair(ref FixtureProxy proxyA, ref FixtureProxy proxyB)
        {
            Fixture fixtureA = proxyA.Fixture;
            Fixture fixtureB = proxyB.Fixture;

            int indexA = proxyA.ChildIndex;
            int indexB = proxyB.ChildIndex;

            Body bodyA = fixtureA.Body;
            Body bodyB = fixtureB.Body;

            // Are the fixtures on the same body?
            if (bodyA == bodyB)
            {
                return;
            }

            // Does a contact already exist?
            ContactEdge edge = bodyB.ContactList;

            while (edge != null)
            {
                if (edge.Other == bodyA)
                {
                    Fixture fA = edge.Contact.FixtureA;
                    Fixture fB = edge.Contact.FixtureB;
                    int     iA = edge.Contact.ChildIndexA;
                    int     iB = edge.Contact.ChildIndexB;

                    if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
                    {
                        // A contact already exists.
                        return;
                    }

                    if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
                    {
                        // A contact already exists.
                        return;
                    }
                }

                edge = edge.Next;
            }

            // Does a joint override collision? Is at least one body dynamic?
            if (bodyB.ShouldCollide(bodyA) == false)
            {
                return;
            }

            // Check default filter
            if (ShouldCollide(fixtureA, fixtureB) == false)
            {
                return;
            }

            // Check user filtering.
            if (OnContactFilter != null && OnContactFilter(fixtureA, fixtureB) == false)
            {
                return;
            }

            // FPE feature: BeforeCollision delegate
            if (fixtureA.BeforeCollision != null && fixtureA.BeforeCollision(fixtureA, fixtureB) == false)
            {
                return;
            }

            if (fixtureB.BeforeCollision != null && fixtureB.BeforeCollision(fixtureB, fixtureA) == false)
            {
                return;
            }

            // Call the factory.
            Contact c = Contact.Create(fixtureA, indexA, fixtureB, indexB);

            if (c == null)
            {
                return;
            }

            // Contact creation may swap fixtures.
            fixtureA = c.FixtureA;
            fixtureB = c.FixtureB;
            bodyA    = fixtureA.Body;
            bodyB    = fixtureB.Body;

            // Insert into the world.
            ContactList.Add(c);

#if USE_ACTIVE_CONTACT_SET
            ActiveContacts.Add(c);
#endif

            // Connect to island graph.

            // Connect to body A
            c._nodeA.Contact = c;
            c._nodeA.Other   = bodyB;

            c._nodeA.Prev = null;
            c._nodeA.Next = bodyA.ContactList;
            if (bodyA.ContactList != null)
            {
                bodyA.ContactList.Prev = c._nodeA;
            }

            bodyA.ContactList = c._nodeA;

            // Connect to body B
            c._nodeB.Contact = c;
            c._nodeB.Other   = bodyA;

            c._nodeB.Prev = null;
            c._nodeB.Next = bodyB.ContactList;
            if (bodyB.ContactList != null)
            {
                bodyB.ContactList.Prev = c._nodeB;
            }

            bodyB.ContactList = c._nodeB;

            // Wake up the bodies
            if (fixtureA.IsSensor == false && fixtureB.IsSensor == false)
            {
                bodyA.IsAwake = true;
                bodyB.IsAwake = true;
            }
        }
        // Broad-phase callback.
        private void AddPair(ref FixtureProxy proxyA, ref FixtureProxy proxyB)
        {
            Fixture fixtureA = proxyA.Fixture;
            Fixture fixtureB = proxyB.Fixture;

            int indexA = proxyA.ChildIndex;
            int indexB = proxyB.ChildIndex;

            Body bodyA = fixtureA.Body;
            Body bodyB = fixtureB.Body;

            // Are the fixtures on the same body?
            if (bodyA == bodyB)
            {
                return;
            }

            // Does a contact already exist?
            ContactEdge edge = bodyB.ContactList;

            while (edge != null)
            {
                if (edge.Other == bodyA)
                {
                    Fixture fA = edge.Contact.FixtureA;
                    Fixture fB = edge.Contact.FixtureB;
                    int     iA = edge.Contact.ChildIndexA;
                    int     iB = edge.Contact.ChildIndexB;

                    if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
                    {
                        // A contact already exists.
                        return;
                    }

                    if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
                    {
                        // A contact already exists.
                        return;
                    }
                }

                edge = edge.Next;
            }

            // Does a joint override collision? Is at least one body dynamic?
            if (bodyB.ShouldCollide(bodyA) == false)
            {
                return;
            }

            // Check user filtering.
            if (ContactFilter != null && ContactFilter(fixtureA, fixtureB) == false)
            {
                return;
            }

            // Call the factory.
            Contact c = Contact.Create(fixtureA, indexA, fixtureB, indexB);

            // Contact creation may swap fixtures.
            fixtureA = c.FixtureA;
            fixtureB = c.FixtureB;
            indexA   = c.ChildIndexA;
            indexB   = c.ChildIndexB;
            bodyA    = fixtureA.Body;
            bodyB    = fixtureB.Body;

            // Insert into the world.
            c.Prev = null;
            c.Next = ContactList;
            if (ContactList != null)
            {
                ContactList.Prev = c;
            }
            ContactList = c;

            // Connect to island graph.

            // Connect to body A
            c.NodeA.Contact = c;
            c.NodeA.Other   = bodyB;

            c.NodeA.Prev = null;
            c.NodeA.Next = bodyA.ContactList;
            if (bodyA.ContactList != null)
            {
                bodyA.ContactList.Prev = c.NodeA;
            }
            bodyA.ContactList = c.NodeA;

            // Connect to body B
            c.NodeB.Contact = c;
            c.NodeB.Other   = bodyA;

            c.NodeB.Prev = null;
            c.NodeB.Next = bodyB.ContactList;
            if (bodyB.ContactList != null)
            {
                bodyB.ContactList.Prev = c.NodeB;
            }
            bodyB.ContactList = c.NodeB;

            ++ContactCount;
        }
        internal void Collide()
        {
            // Update awake contacts.
#if USE_ACTIVE_CONTACT_SET
            ActiveList.AddRange(ActiveContacts);

            foreach (var c in ActiveList)
            {
#else
            for (int i = 0; i < ContactList.Count; i++)
            {
                Contact c = ContactList[i];
#endif
                Fixture fixtureA = c.FixtureA;
                Fixture fixtureB = c.FixtureB;
                int     indexA   = c.ChildIndexA;
                int     indexB   = c.ChildIndexB;
                Body    bodyA    = fixtureA.Body;
                Body    bodyB    = fixtureB.Body;

                // Do no try to collide disabled bodies
                if (!bodyA.Enabled || !bodyB.Enabled)
                {
                    continue;
                }

                // Is this contact flagged for filtering?
                if (c.filterFlag)
                {
                    // Should these bodies collide?
                    if (bodyB.ShouldCollide(bodyA) == false)
                    {
                        Contact cNuke = c;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check default filtering
                    if (ShouldCollide(fixtureA, fixtureB) == false)
                    {
                        Contact cNuke = c;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check user filtering.
                    if (OnContactFilter != null && OnContactFilter(fixtureA, fixtureB) == false)
                    {
                        Contact cNuke = c;
                        Destroy(cNuke);
                        continue;
                    }

                    // Clear the filtering flag.
                    c.filterFlag = false;
                }

                bool activeA = bodyA.IsAwake && bodyA.BodyType != BodyType.Static;
                bool activeB = bodyB.IsAwake && bodyB.BodyType != BodyType.Static;

                // At least one body must be awake and it must be dynamic or kinematic.
                if (activeA == false && activeB == false)
                {
#if USE_ACTIVE_CONTACT_SET
                    ActiveContacts.Remove(c);
#endif
                    continue;
                }

                int proxyIdA = fixtureA.Proxies[indexA].ProxyId;
                int proxyIdB = fixtureB.Proxies[indexB].ProxyId;

                bool overlap = BroadPhase.TestOverlap(proxyIdA, proxyIdB);

                // Here we destroy contacts that cease to overlap in the broad-phase.
                if (overlap == false)
                {
                    Contact cNuke = c;
                    Destroy(cNuke);
                    continue;
                }

                // The contact persists.
                c.Update(this);
            }

#if USE_ACTIVE_CONTACT_SET
            ActiveList.Clear();
#endif
        }
Beispiel #4
0
        internal void Collide()
        {
            // Update awake contacts.
            var elements = ContactList.Elements;

            for (int i = 0, count = ContactList.count; i < count; i++)
            {
                Contact c        = elements[i];
                Fixture fixtureA = c.FixtureA;
                Fixture fixtureB = c.FixtureB;
                int     indexA   = c.ChildIndexA;
                int     indexB   = c.ChildIndexB;
                Body    bodyA    = fixtureA.Body;
                Body    bodyB    = fixtureB.Body;

                if (bodyA.Awake == false && bodyB.Awake == false)
                {
                    continue;
                }

                // Is this contact flagged for filtering?
                if ((c.Flags & ContactFlags.Filter) == ContactFlags.Filter)
                {
                    // Should these bodies collide?
                    if (bodyB.ShouldCollide(bodyA) == false)
                    {
                        Destroy(c, i);
                        count--;
                        continue;
                    }

                    // Check default filtering
                    if (ShouldCollide(fixtureA, fixtureB) == false)
                    {
                        Destroy(c, i);
                        count--;
                        continue;
                    }

                    // Check user filtering.
                    if (ContactFilter != null && ContactFilter(fixtureA, fixtureB) == false)
                    {
                        Destroy(c, i);
                        count--;
                        continue;
                    }

                    // Clear the filtering flag.
                    c.Flags &= ~ContactFlags.Filter;
                }

                int proxyIdA = fixtureA.Proxies[indexA].ProxyId;
                int proxyIdB = fixtureB.Proxies[indexB].ProxyId;

                bool overlap = BroadPhase.TestOverlap(proxyIdA, proxyIdB);

                // Here we destroy contacts that cease to overlap in the broad-phase.
                if (overlap == false)
                {
                    Destroy(c, i);
                    count--;
                    continue;
                }

                // The contact persists.
                c.Update(this);
            }
        }
        internal void Collide()
        {
            // Update awake contacts.
            Contact c = ContactList;

            while (c != null)
            {
                Fixture fixtureA = c.FixtureA;
                Fixture fixtureB = c.FixtureB;
                int     indexA   = c.ChildIndexA;
                int     indexB   = c.ChildIndexB;
                Body    bodyA    = fixtureA.Body;
                Body    bodyB    = fixtureB.Body;

                if (bodyA.Awake == false && bodyB.Awake == false)
                {
                    c = c.Next;
                    continue;
                }

                // Is this contact flagged for filtering?
                if ((c.Flags & ContactFlags.Filter) == ContactFlags.Filter)
                {
                    // Should these bodies collide?
                    if (bodyB.ShouldCollide(bodyA) == false)
                    {
                        Contact cNuke = c;
                        c = cNuke.Next;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check user filtering.
                    if (ContactFilter != null && ContactFilter(fixtureA, fixtureB) == false)
                    {
                        Contact cNuke = c;
                        c = cNuke.Next;
                        Destroy(cNuke);
                        continue;
                    }

                    // Clear the filtering flag.
                    c.Flags &= ~ContactFlags.Filter;
                }

                int proxyIdA = fixtureA.Proxies[indexA].ProxyId;
                int proxyIdB = fixtureB.Proxies[indexB].ProxyId;

                bool overlap = BroadPhase.TestOverlap(proxyIdA, proxyIdB);

                // Here we destroy contacts that cease to overlap in the broad-phase.
                if (overlap == false)
                {
                    Contact cNuke = c;
                    c = cNuke.Next;
                    Destroy(cNuke);
                    continue;
                }

                // The contact persists.
                c.Update(this);
                c = c.Next;
            }
        }
Beispiel #6
0
        internal void Collide()
        {
            // Update awake contacts.
#if USE_ACTIVE_CONTACT_SET
            ActiveList.AddRange(ActiveContacts);

            foreach (var c in ActiveList)
            {
#else
            for (int i = 0; i < ContactList.Count; i++)
            {
                Contact c = ContactList[i];
#endif
                Fixture fixtureA = c.FixtureA;
                Fixture fixtureB = c.FixtureB;
                int     indexA   = c.ChildIndexA;
                int     indexB   = c.ChildIndexB;
                Body    bodyA    = fixtureA.Body;
                Body    bodyB    = fixtureB.Body;

                if (bodyA.Awake == false && bodyB.Awake == false)
                {
#if USE_ACTIVE_CONTACT_SET
                    ActiveContacts.Remove(c);
#endif
                    continue;
                }

                // Is this contact flagged for filtering?
                if ((c.Flags & ContactFlags.Filter) == ContactFlags.Filter)
                {
                    // Should these bodies collide?
                    if (bodyB.ShouldCollide(bodyA) == false)
                    {
                        Contact cNuke = c;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check default filtering
                    if (ShouldCollide(fixtureA, fixtureB) == false)
                    {
                        Contact cNuke = c;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check user filtering.
                    if (ContactFilter != null && ContactFilter(fixtureA, fixtureB) == false)
                    {
                        Contact cNuke = c;
                        Destroy(cNuke);
                        continue;
                    }

                    // Clear the filtering flag.
                    c.Flags &= ~ContactFlags.Filter;
                }

                int proxyIdA = fixtureA.Proxies[indexA].ProxyId;
                int proxyIdB = fixtureB.Proxies[indexB].ProxyId;

                bool overlap = BroadPhase.TestOverlap(proxyIdA, proxyIdB);

                // Here we destroy contacts that cease to overlap in the broad-phase.
                if (overlap == false)
                {
                    Contact cNuke = c;
                    Destroy(cNuke);
                    continue;
                }

                // The contact persists.
                c.Update(this);
            }

#if USE_ACTIVE_CONTACT_SET
            ActiveList.Clear();
#endif
        }
Beispiel #7
0
        internal void CollideMultiCore()
        {
            int lockOrder = 0;

            // Update awake contacts.
#if USE_ACTIVE_CONTACT_SET
            ActiveList.AddRange(ActiveContacts);
            foreach (var tmpc in ActiveList)
            {
                Contact c = tmpc;
#else
            for (Contact c = ContactList.Next; c != ContactList;)
            {
#endif
                Fixture fixtureA = c.FixtureA;
                Fixture fixtureB = c.FixtureB;
                int     indexA   = c.ChildIndexA;
                int     indexB   = c.ChildIndexB;
                Body    bodyA    = fixtureA.Body;
                Body    bodyB    = fixtureB.Body;

                //Do no try to collide disabled bodies
                if (!bodyA.Enabled || !bodyB.Enabled)
                {
                    c = c.Next;
                    continue;
                }

                // Is this contact flagged for filtering?
                if (c.FilterFlag)
                {
                    // Should these bodies collide?
                    if (bodyB.ShouldCollide(bodyA) == false)
                    {
                        Contact cNuke = c;
                        c = c.Next;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check default filtering
                    if (ShouldCollide(fixtureA, fixtureB) == false)
                    {
                        Contact cNuke = c;
                        c = c.Next;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check user filtering.
                    var contactFilterHandler = ContactFilter;
                    if (contactFilterHandler != null)
                    {
                        if (contactFilterHandler(fixtureA, fixtureB) == false)
                        {
                            Contact cNuke = c;
                            c = c.Next;
                            Destroy(cNuke);
                            continue;
                        }
                    }

                    // Clear the filtering flag.
                    c.FilterFlag = false;
                }

                bool activeA = bodyA.Awake && bodyA.BodyType != BodyType.Static;
                bool activeB = bodyB.Awake && bodyB.BodyType != BodyType.Static;

                // At least one body must be awake and it must be dynamic or kinematic.
                if (activeA == false && activeB == false)
                {
#if USE_ACTIVE_CONTACT_SET
                    ActiveContacts.Remove(c);
#endif
                    c = c.Next;
                    continue;
                }

                int proxyIdA = fixtureA.Proxies[indexA].ProxyId;
                int proxyIdB = fixtureB.Proxies[indexB].ProxyId;

                bool overlap = BroadPhase.TestOverlap(proxyIdA, proxyIdB);

                // Here we destroy contacts that cease to overlap in the broad-phase.
                if (overlap == false)
                {
                    Contact cNuke = c;
                    c = c.Next;
                    Destroy(cNuke);
                    continue;
                }

                // The contact persists.
                updateList.Add(c);
                // Assign a unique id for lock order
                bodyA._lockOrder = lockOrder++;
                bodyB._lockOrder = lockOrder++;


                c = c.Next;
            }

#if USE_ACTIVE_CONTACT_SET
            ActiveList.Clear();
#endif
            // TODO: Jää joskus tänne jumiin.
            // update contacts
            System.Threading.Tasks.Parallel.ForEach <Contact>(updateList, (c) =>
            {
                // find lower order item
                Fixture fixtureA = c.FixtureA;
                Fixture fixtureB = c.FixtureB;

                // find lower order item
                Body orderedBodyA = fixtureA.Body;
                Body orderedBodyB = fixtureB.Body;
                int idA           = orderedBodyA._lockOrder;
                int idB           = orderedBodyB._lockOrder;
                if (idA == idB)
                {
                    throw new System.Exception();
                }

                if (idA > idB)
                {
                    orderedBodyA = fixtureB.Body;
                    orderedBodyB = fixtureA.Body;
                }

                // obtain lock
                for (; ;)
                {
                    if (System.Threading.Interlocked.CompareExchange(ref orderedBodyA._lock, 1, 0) == 0)
                    {
                        if (System.Threading.Interlocked.CompareExchange(ref orderedBodyB._lock, 1, 0) == 0)
                        {
                            break;
                        }
                        System.Threading.Interlocked.Exchange(ref orderedBodyA._lock, 0);
                    }
#if NET40 || NET45 || NETSTANDARD2_0
                    System.Threading.Thread.Sleep(0);
#endif
                }

                c.Update(this);

                System.Threading.Interlocked.Exchange(ref orderedBodyB._lock, 0);
                System.Threading.Interlocked.Exchange(ref orderedBodyA._lock, 0);
            });

            updateList.Clear();
        }
Beispiel #8
0
        internal void Collide()
        {
#if NET40 || NET45 || NETSTANDARD2_0 || PORTABLE40 || PORTABLE45 || W10 || W8_1 || WP8_1
            if (this.ContactCount > CollideMultithreadThreshold && ThreadsToUse > 1)
            {
                CollideMultiCore();
                return;
            }
#endif

            // Update awake contacts.
#if USE_ACTIVE_CONTACT_SET
            ActiveList.AddRange(ActiveContacts);
            foreach (var tmpc in ActiveList)
            {
                Contact c = tmpc;
#else
            for (Contact c = ContactList.Next; c != ContactList;)
            {
#endif
                Fixture fixtureA = c.FixtureA;
                Fixture fixtureB = c.FixtureB;
                int     indexA   = c.ChildIndexA;
                int     indexB   = c.ChildIndexB;
                Body    bodyA    = fixtureA.Body;
                Body    bodyB    = fixtureB.Body;

                //Do no try to collide disabled bodies
                if (!bodyA.Enabled || !bodyB.Enabled)
                {
                    c = c.Next;
                    continue;
                }

                // Is this contact flagged for filtering?
                if (c.FilterFlag)
                {
                    // Should these bodies collide?
                    if (bodyB.ShouldCollide(bodyA) == false)
                    {
                        Contact cNuke = c;
                        c = c.Next;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check default filtering
                    if (ShouldCollide(fixtureA, fixtureB) == false)
                    {
                        Contact cNuke = c;
                        c = c.Next;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check user filtering.
                    var contactFilterHandler = ContactFilter;
                    if (contactFilterHandler != null)
                    {
                        if (contactFilterHandler(fixtureA, fixtureB) == false)
                        {
                            Contact cNuke = c;
                            c = c.Next;
                            Destroy(cNuke);
                            continue;
                        }
                    }

                    // Clear the filtering flag.
                    c.FilterFlag = false;
                }

                bool activeA = bodyA.Awake && bodyA.BodyType != BodyType.Static;
                bool activeB = bodyB.Awake && bodyB.BodyType != BodyType.Static;

                // At least one body must be awake and it must be dynamic or kinematic.
                if (activeA == false && activeB == false)
                {
#if USE_ACTIVE_CONTACT_SET
                    ActiveContacts.Remove(c);
#endif
                    c = c.Next;
                    continue;
                }

                int proxyIdA = fixtureA.Proxies[indexA].ProxyId;
                int proxyIdB = fixtureB.Proxies[indexB].ProxyId;

                bool overlap = BroadPhase.TestOverlap(proxyIdA, proxyIdB);

                // Here we destroy contacts that cease to overlap in the broad-phase.
                if (overlap == false)
                {
                    Contact cNuke = c;
                    c = c.Next;
                    Destroy(cNuke);
                    continue;
                }

                // The contact persists.
                c.Update(this);

                c = c.Next;
            }

#if USE_ACTIVE_CONTACT_SET
            ActiveList.Clear();
#endif
        }

        /// <summary>
        /// A temporary list of contacts to be updated during Collide().
        /// </summary>
        List <Contact> updateList = new List <Contact>();
Beispiel #9
0
        // Broad-phase callback.
        private void AddPair(int proxyIdA, int proxyIdB)
        {
            FixtureProxy proxyA = BroadPhase.GetProxy(proxyIdA);
            FixtureProxy proxyB = BroadPhase.GetProxy(proxyIdB);

            Fixture fixtureA = proxyA.Fixture;
            Fixture fixtureB = proxyB.Fixture;

            int indexA = proxyA.ChildIndex;
            int indexB = proxyB.ChildIndex;

            Body bodyA = fixtureA.Body;
            Body bodyB = fixtureB.Body;

            // Are the fixtures on the same body?
            if (bodyA == bodyB)
            {
                return;
            }

            // Does a contact already exist?
            for (ContactEdge ceB = bodyB.ContactList; ceB != null; ceB = ceB.Next)
            {
                if (ceB.Other == bodyA)
                {
                    Fixture fA = ceB.Contact.FixtureA;
                    Fixture fB = ceB.Contact.FixtureB;
                    int     iA = ceB.Contact.ChildIndexA;
                    int     iB = ceB.Contact.ChildIndexB;

                    if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
                    {
                        // A contact already exists.
                        return;
                    }

                    if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
                    {
                        // A contact already exists.
                        return;
                    }
                }
            }

            // Does a joint override collision? Is at least one body dynamic?
            if (bodyB.ShouldCollide(bodyA) == false)
            {
                return;
            }

            //Check default filter
            if (ShouldCollide(fixtureA, fixtureB) == false)
            {
                return;
            }

            // Check user filtering.
            var contactFilterHandler = ContactFilter;

            if (contactFilterHandler != null)
            {
                if (contactFilterHandler(fixtureA, fixtureB) == false)
                {
                    return;
                }
            }

            //FPE feature: BeforeCollision delegate
            var beforeCollisionHandlerA = fixtureA.BeforeCollision;

            if (beforeCollisionHandlerA != null)
            {
                if (beforeCollisionHandlerA(fixtureA, fixtureB) == false)
                {
                    return;
                }
            }

            var beforeCollisionHandlerB = fixtureB.BeforeCollision;

            if (beforeCollisionHandlerB != null)
            {
                if (beforeCollisionHandlerB(fixtureB, fixtureA) == false)
                {
                    return;
                }
            }

            // Call the factory.
            Contact c = Contact.Create(this, fixtureA, indexA, fixtureB, indexB);

            if (c == null)
            {
                return;
            }

            // Contact creation may swap fixtures.
            fixtureA = c.FixtureA;
            fixtureB = c.FixtureB;
            bodyA    = fixtureA.Body;
            bodyB    = fixtureB.Body;

            // Insert into the world.
            c.Prev      = ContactList;
            c.Next      = c.Prev.Next;
            c.Prev.Next = c;
            c.Next.Prev = c;
            ContactCount++;

#if USE_ACTIVE_CONTACT_SET
            ActiveContacts.Add(c);
#endif
            // Connect to island graph.

            // Connect to body A
            c._nodeA.Contact = c;
            c._nodeA.Other   = bodyB;

            c._nodeA.Prev = null;
            c._nodeA.Next = bodyA.ContactList;
            if (bodyA.ContactList != null)
            {
                bodyA.ContactList.Prev = c._nodeA;
            }
            bodyA.ContactList = c._nodeA;

            // Connect to body B
            c._nodeB.Contact = c;
            c._nodeB.Other   = bodyA;

            c._nodeB.Prev = null;
            c._nodeB.Next = bodyB.ContactList;
            if (bodyB.ContactList != null)
            {
                bodyB.ContactList.Prev = c._nodeB;
            }
            bodyB.ContactList = c._nodeB;

            // Wake up the bodies
            if (fixtureA.IsSensor == false && fixtureB.IsSensor == false)
            {
                bodyA.Awake = true;
                bodyB.Awake = true;
            }
        }
Beispiel #10
0
        internal void Collide()
        {
            // Update awake contacts.
            for (int i = 0; i < ContactList.Count; i++)
            {
                Contact c        = ContactList[i];
                Fixture fixtureA = c.FixtureA;
                Fixture fixtureB = c.FixtureB;
                int     indexA   = c.ChildIndexA;
                int     indexB   = c.ChildIndexB;
                Body    bodyA    = fixtureA.Body;
                Body    bodyB    = fixtureB.Body;

                if (bodyA.Awake == false && bodyB.Awake == false)
                {
                    // If one or both of the fixtures are sensors, it is OK that they are not awake.
                    if (!fixtureA.IsSensor && !fixtureB.IsSensor)
                    {
                        continue;
                    }
                }

                // Is this contact flagged for filtering?
                if ((c.Flags & ContactFlags.Filter) == ContactFlags.Filter)
                {
                    // Should these bodies collide?
                    if (bodyB.ShouldCollide(bodyA) == false)
                    {
                        Contact cNuke = c;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check default filtering
                    if (ShouldCollide(fixtureA, fixtureB) == false)
                    {
                        Contact cNuke = c;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check user filtering.
                    if (ContactFilter != null && ContactFilter(fixtureA, fixtureB) == false)
                    {
                        Contact cNuke = c;
                        Destroy(cNuke);
                        continue;
                    }

                    // Clear the filtering flag.
                    c.Flags &= ~ContactFlags.Filter;
                }

                int proxyIdA = fixtureA.Proxies[indexA].ProxyId;
                int proxyIdB = fixtureB.Proxies[indexB].ProxyId;

                bool overlap = BroadPhase.TestOverlap(proxyIdA, proxyIdB);

                // Here we destroy contacts that cease to overlap in the broad-phase.
                if (overlap == false)
                {
                    Contact cNuke = c;
                    Destroy(cNuke);
                    continue;
                }

                // The contact persists.
                c.Update(this);
            }
        }