IsBullet() public method

Is this body treated like a bullet for continuous collision detection?
public IsBullet ( ) : bool
return bool
Ejemplo n.º 1
0
        public void Update(ContactListener listener)
        {
            int oldCount = GetManifoldCount();

            Evaluate(listener);

            int newCount = GetManifoldCount();

            Body body1 = _shape1.GetBody();
            Body body2 = _shape2.GetBody();

            if (newCount == 0 && oldCount > 0)
            {
                body1.WakeUp();
                body2.WakeUp();
            }

            // Slow contacts don't generate TOI events.
            if (body1.IsStatic() || body1.IsBullet() || body2.IsStatic() || body2.IsBullet())
            {
                _flags &= ~CollisionFlags.Slow;
            }
            else
            {
                _flags |= CollisionFlags.Slow;
            }
        }
Ejemplo n.º 2
0
        public Contact(Fixture fixtureA, Fixture fixtureB)
        {
            Flags = 0;

            if (fixtureA.IsSensor || fixtureB.IsSensor)
            {
                Flags |= ContactFlag.SensorFlag;
            }

            Body bodyA = fixtureA.GetBody();
            Body bodyB = fixtureB.GetBody();

            if (bodyA.IsStatic() || bodyA.IsBullet() || bodyB.IsStatic() || bodyB.IsBullet())
            {
                Flags |= ContactFlag.ContinuousFlag;
            }
            else
            {
                Flags &= ~ContactFlag.ContinuousFlag;
            }

            _fixtureA = fixtureA;
            _fixtureB = fixtureB;

            Manifold            = new Manifold();
            Manifold.PointCount = 0;

            Prev = null;
            Next = null;

            NodeA         = new ContactEdge();
            NodeA.Contact = null;
            NodeA.Prev    = null;
            NodeA.Next    = null;
            NodeA.Other   = null;

            NodeB         = new ContactEdge();
            NodeB.Contact = null;
            NodeB.Prev    = null;
            NodeB.Next    = null;
            NodeB.Other   = null;
        }
Ejemplo n.º 3
0
        public void Update(ContactListener listener)
        {
            int manifoldCount = this.GetManifoldCount();

            this.Evaluate(listener);
            int  manifoldCount2 = this.GetManifoldCount();
            Body body           = this._shape1.GetBody();
            Body body2          = this._shape2.GetBody();

            if (manifoldCount2 == 0 && manifoldCount > 0)
            {
                body.WakeUp();
                body2.WakeUp();
            }
            if (body.IsStatic() || body.IsBullet() || body2.IsStatic() || body2.IsBullet())
            {
                this._flags &= ~Contact.CollisionFlags.Slow;
            }
            else
            {
                this._flags |= Contact.CollisionFlags.Slow;
            }
        }
Ejemplo n.º 4
0
        public void Update(ContactListener listener)
        {
            Manifold oldManifold = _manifold.Clone();

            Evaluate();

            Body bodyA = _fixtureA.Body;
            Body bodyB = _fixtureB.Body;

            int oldCount = oldManifold.PointCount;
            int newCount = _manifold.PointCount;

            if (newCount == 0 && oldCount > 0)
            {
                bodyA.WakeUp();
                bodyB.WakeUp();
            }

            // Slow contacts don't generate TOI events.
            if (bodyA.IsStatic() || bodyA.IsBullet() || bodyB.IsStatic() || bodyB.IsBullet())
            {
                _flags &= ~CollisionFlags.Slow;
            }
            else
            {
                _flags |= CollisionFlags.Slow;
            }

            // Match old contact ids to new contact ids and copy the
            // stored impulses to warm start the solver.
            for (int i = 0; i < _manifold.PointCount; ++i)
            {
                ManifoldPoint mp2 = _manifold.Points[i];
                mp2.NormalImpulse  = 0.0f;
                mp2.TangentImpulse = 0.0f;
                ContactID id2 = mp2.ID;

                for (int j = 0; j < oldManifold.PointCount; ++j)
                {
                    ManifoldPoint mp1 = oldManifold.Points[j];

                    if (mp1.ID.Key == id2.Key)
                    {
                        mp2.NormalImpulse  = mp1.NormalImpulse;
                        mp2.TangentImpulse = mp1.TangentImpulse;
                        break;
                    }
                }
            }

            if (oldCount == 0 && newCount > 0)
            {
                _flags |= CollisionFlags.Touch;
                if (listener != null)
                {
                    listener.BeginContact(this);
                }
            }

            if (oldCount > 0 && newCount == 0)
            {
                _flags &= ~CollisionFlags.Touch;
                if (listener != null)
                {
                    listener.EndContact(this);
                }
            }

            if ((_flags & CollisionFlags.NonSolid) == 0)
            {
                if (listener != null)
                {
                    listener.PreSolve(this, oldManifold);
                }

                // The user may have disabled contact.
                if (_manifold.PointCount == 0)
                {
                    _flags &= ~CollisionFlags.Touch;
                }
            }
        }
Ejemplo n.º 5
0
        public void Update(ContactListener listener)
        {
            //Note: Manifold is a class, not a struct. It will reference the old manifest, not copy it - DONE
            Manifold oldManifold = new Manifold();

            oldManifold.LocalPlaneNormal = Manifold.LocalPlaneNormal;
            oldManifold.LocalPoint       = Manifold.LocalPoint;
            oldManifold.PointCount       = Manifold.PointCount;
            oldManifold.Points           = Manifold.Points;
            oldManifold.Type             = Manifold.Type;

            // Re-enable this contact.
            Flags &= ~ContactFlag.DisabledFlag;

            if (Collision.Collision.TestOverlap(_fixtureA.Aabb, _fixtureB.Aabb))
            {
                Evaluate();
            }
            else
            {
                Manifold.PointCount = 0;
            }

            Body bodyA = _fixtureA.GetBody();
            Body bodyB = _fixtureB.GetBody();

            int oldCount = oldManifold.PointCount;
            int newCount = Manifold.PointCount;

            if (newCount == 0 && oldCount > 0)
            {
                bodyA.WakeUp();
                bodyB.WakeUp();
            }

            // Slow contacts don't generate TOI events.
            if (bodyA.IsStatic() || bodyA.IsBullet() || bodyB.IsStatic() || bodyB.IsBullet())
            {
                Flags |= ContactFlag.ContinuousFlag;
            }
            else
            {
                Flags &= ~ContactFlag.ContinuousFlag;
            }

            // Match old contact ids to new contact ids and copy the
            // stored impulses to warm start the solver.
            for (int i = 0; i < Manifold.PointCount; ++i)
            {
                ManifoldPoint mp2 = Manifold.Points[i];
                mp2.NormalImpulse  = 0.0f;
                mp2.TangentImpulse = 0.0f;
                ContactID id2 = mp2.ID;

                for (int j = 0; j < oldManifold.PointCount; ++j)
                {
                    ManifoldPoint mp1 = oldManifold.Points[j];

                    if (mp1.ID.Key == id2.Key)
                    {
                        mp2.NormalImpulse  = mp1.NormalImpulse;
                        mp2.TangentImpulse = mp1.TangentImpulse;
                        break;
                    }
                }
            }

            if (newCount > 0)
            {
                Flags |= ContactFlag.TouchingFlag;
            }
            else
            {
                Flags &= ~ContactFlag.TouchingFlag;
            }

            if (oldCount == 0 && newCount > 0)
            {
                listener.BeginContact(this);
            }

            if (oldCount > 0 && newCount == 0)
            {
                listener.EndContact(this);
            }

            if ((Flags & ContactFlag.SensorFlag) == 0)
            {
                listener.PreSolve(this, oldManifold);
            }
        }