Ejemplo n.º 1
0
        public void EndContact(Contact contact)
        {
            while (contact != null)
            {
                var lhsInfo = new ContactInfo();
                var rhsInfo = new ContactInfo();

                lhsInfo.contact = contact;
                rhsInfo.contact = contact;

                lhsInfo.fixtureType = FixtureType.A;
                rhsInfo.fixtureType = FixtureType.B;

                var lhsGo = contact.GetFixtureA().GetBody().GetUserData() as GameObject;
                var rhsGo = contact.GetFixtureB().GetBody().GetUserData() as GameObject;

                lhsInfo.other = rhsGo;
                rhsInfo.other = lhsGo;

                if (lhsGo != null) { lhsGo.EndContact(lhsInfo); }
                if (rhsGo != null) { rhsGo.EndContact(rhsInfo); }

                contact = contact.GetNext();
            }
        }
Ejemplo n.º 2
0
        /// Call this to draw shapes and other debug draw data.
        public void DrawDebugData()
        {
            if (DebugDraw == null)
            {
                return;
            }

            DebugDrawFlags flags = DebugDraw.Flags;

            if ((flags & DebugDrawFlags.Shape) == DebugDrawFlags.Shape)
            {
                for (Body b = _bodyList; b != null; b = b.GetNext())
                {
                    Transform xf;
                    b.GetTransform(out xf);
                    for (Fixture f = b.GetFixtureList(); f != null; f = f.GetNext())
                    {
                        if (b.IsActive() == false)
                        {
                            DrawShape(f, xf, new Color(0.5f, 0.5f, 0.3f));
                        }
                        else if (b.GetType() == BodyType.Static)
                        {
                            DrawShape(f, xf, new Color(0.5f, 0.9f, 0.5f));
                        }
                        else if (b.GetType() == BodyType.Kinematic)
                        {
                            DrawShape(f, xf, new Color(0.5f, 0.5f, 0.9f));
                        }
                        else if (b.IsAwake() == false)
                        {
                            DrawShape(f, xf, new Color(0.6f, 0.6f, 0.6f));
                        }
                        else
                        {
                            DrawShape(f, xf, new Color(0.9f, 0.7f, 0.7f));
                        }
                    }
                }
            }

            if ((flags & DebugDrawFlags.Joint) == DebugDrawFlags.Joint)
            {
                for (Joint j = _jointList; j != null; j = j.GetNext())
                {
                    DrawJoint(j);
                }
            }

            if ((flags & DebugDrawFlags.Pair) == DebugDrawFlags.Pair)
            {
                Color color = new Color(0.3f, 0.9f, 0.9f);
                for (Contact c = _contactManager._contactList; c != null; c = c.GetNext())
                {
                    Fixture fixtureA = c.GetFixtureA();
                    Fixture fixtureB = c.GetFixtureB();

                    AABB aabbA;
                    AABB aabbB;
                    fixtureA.GetAABB(out aabbA);
                    fixtureB.GetAABB(out aabbB);

                    Vector2 cA = aabbA.GetCenter();
                    Vector2 cB = aabbB.GetCenter();

                    DebugDraw.DrawSegment(cA, cB, color);
                }
            }

            if ((flags & DebugDrawFlags.AABB) == DebugDrawFlags.AABB)
            {
                Color      color = new Color(0.9f, 0.3f, 0.9f);
                BroadPhase bp    = _contactManager._broadPhase;

                for (Body b = _bodyList; b != null; b = b.GetNext())
                {
                    if (b.IsActive() == false)
                    {
                        continue;
                    }

                    for (Fixture f = b.GetFixtureList(); f != null; f = f.GetNext())
                    {
                        AABB aabb;
                        bp.GetFatAABB(f._proxyId, out aabb);
                        FixedArray8 <Vector2> vs = new FixedArray8 <Vector2>();
                        vs[0] = new Vector2(aabb.lowerBound.X, aabb.lowerBound.Y);
                        vs[1] = new Vector2(aabb.upperBound.X, aabb.lowerBound.Y);
                        vs[2] = new Vector2(aabb.upperBound.X, aabb.upperBound.Y);
                        vs[3] = new Vector2(aabb.lowerBound.X, aabb.upperBound.Y);

                        DebugDraw.DrawPolygon(ref vs, 4, color);
                    }
                }
            }

            if ((flags & DebugDrawFlags.CenterOfMass) == DebugDrawFlags.CenterOfMass)
            {
                for (Body b = _bodyList; b != null; b = b.GetNext())
                {
                    Transform xf;
                    b.GetTransform(out xf);
                    xf.Position = b.GetWorldCenter();
                    DebugDraw.DrawTransform(ref xf);
                }
            }
        }
Ejemplo n.º 3
0
        internal void Collide()
        {
            // Update awake contacts.
            Contact c = _contactList;

            while (c != null)
            {
                Fixture fixtureA = c.GetFixtureA();
                Fixture fixtureB = c.GetFixtureB();
                int     indexA   = c.GetChildIndexA();
                int     indexB   = c.GetChildIndexB();
                Body    bodyA    = fixtureA.GetBody();
                Body    bodyB    = fixtureB.GetBody();

                if (bodyA.IsAwake() == false && bodyB.IsAwake() == false)
                {
                    c = c.GetNext();
                    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.GetNext();
                        Destroy(cNuke);
                        continue;
                    }

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

                // The contact persists.
                c.Update(ContactListener);
                c = c.GetNext();
            }
        }