protected override void PostSolve(Contact contact, ContactVelocityConstraint contactConstraint) { if (_broke) { // The body already broke. return; } // Should the body break? int count = contact.Manifold.PointCount; float maxImpulse = 0.0f; for (int i = 0; i < count; ++i) { //Velcro: We have to do things slightly different here as the PostSolve delegate returns the whole contact maxImpulse = MathUtils.Max(maxImpulse, contactConstraint.Points[i].NormalImpulse); } if (maxImpulse > 40.0f) { // Flag the body for breaking. _break = true; } base.PostSolve(contact, contactConstraint); }
protected override void PostSolve(Contact contact, ContactVelocityConstraint impulse) { if (_broke) { // The body already broke. return; } // Should the body break? float maxImpulse = 0.0f; Manifold manifold; contact.GetManifold(out manifold); for (int i = 0; i < manifold.PointCount; ++i) { maxImpulse = Math.Max(maxImpulse, impulse.points[i].normalImpulse); } if (maxImpulse > 40.0f) { // Flag the body for breaking. _break = true; } }
private void Report(ContactVelocityConstraint[] constraints) { if (_contactManager == null) { return; } for (int i = 0; i < ContactCount; ++i) { Contact c = _contacts[i]; if (c.FixtureA.AfterCollision != null) { c.FixtureA.AfterCollision(c.FixtureA, c.FixtureB, c); } if (c.FixtureB.AfterCollision != null) { c.FixtureB.AfterCollision(c.FixtureB, c.FixtureA, c); } if (_contactManager.PostSolve != null) { ContactVelocityConstraint cc = constraints[i]; _contactManager.PostSolve(c, cc); } } }
private static void StoreImpulseInManifold(ContactVelocityConstraint vc, ref Manifold manifold) { System.Diagnostics.Debug.Assert(vc.PointCount > 0); manifold.Points.Item1.NormalImpulse = vc.Points[0].NormalImpulse; manifold.Points.Item1.TangentImpulse = vc.Points[0].TangentImpulse; if (vc.PointCount > 1) { manifold.Points.Item2.NormalImpulse = vc.Points[1].NormalImpulse; manifold.Points.Item2.TangentImpulse = vc.Points[1].TangentImpulse; } }
public void Report(ContactVelocityConstraint[] constraints) { if (m_listener == null) { return; } for (var i = 0; i < m_contactCount; ++i) { Contact c = m_contacts[i]; ContactVelocityConstraint cc = constraints[i]; var impulse = new ContactImpulse(); for (var j = 0; j < cc.pointCount; ++j) { impulse.normalImpulses[j] = cc.points[j].normalImpulse; impulse.tangentImpulses[j] = cc.points[j].tangentImpulse; } m_listener.PostSolve(c, impulse); } }
private void PostSolve(Contact contact, ContactVelocityConstraint impulse) { if (!Broken) { if (Parts.Contains(contact.FixtureA) || Parts.Contains(contact.FixtureB)) { float maxImpulse = 0.0f; int count = contact.Manifold.PointCount; for (int i = 0; i < count; ++i) { maxImpulse = Math.Max(maxImpulse, impulse.points[i].normalImpulse); } if (maxImpulse > Strength) { // Flag the body for breaking. _break = true; } } } }
public void Report(ContactVelocityConstraint[] constraints) { if (Listener == null) { return; } for (int i = 0; i < ContactCount; ++i) { Contact c = Contacts[i]; ContactVelocityConstraint vc = constraints[i]; impulse.Count = vc.PointCount; for (int j = 0; j < vc.PointCount; ++j) { impulse.NormalImpulses[j] = vc.Points[j].NormalImpulse; impulse.TangentImpulses[j] = vc.Points[j].TangentImpulse; } Listener.PostSolve(c, impulse); } }
public void Reset(Position[] positions, Velocity[] velocities, int contactCapacity) { // Allocate for worst case. if (_positionConstraints.Length < contactCapacity) { var oldCapacity = _positionConstraints.Length; var newPositionConstraints = new ContactPositionConstraint[contactCapacity]; _positionConstraints.CopyTo(newPositionConstraints, 0); var newVelocityConstraints = new ContactVelocityConstraint[contactCapacity]; _velocityConstraints.CopyTo(newVelocityConstraints, 0); for (var i = oldCapacity; i < newPositionConstraints.Length; ++i) { newPositionConstraints[i] = new ContactPositionConstraint(); newVelocityConstraints[i] = new ContactVelocityConstraint(); } _positionConstraints = newPositionConstraints; _velocityConstraints = newVelocityConstraints; } _positions = positions; _velocities = velocities; }
public void report(ContactVelocityConstraint[] constraints) { if (m_listener == null) { return; } for (int i = 0; i < m_contactCount; ++i) { Contact c = m_contacts[i]; ContactVelocityConstraint vc = constraints[i]; impulse.count = vc.pointCount; for (int j = 0; j < vc.pointCount; ++j) { impulse.normalImpulses[j] = vc.points[j].normalImpulse; impulse.tangentImpulses[j] = vc.points[j].tangentImpulse; } m_listener.postSolve(c, impulse); } }
protected override void PostSolve(Contact contact, ContactVelocityConstraint contactConstraint) { _bodies.Add(new[] { contact.FixtureA.Body, contact.FixtureB.Body }); base.PostSolve(contact, contactConstraint); }
protected virtual void PostSolve(Contact contact, ContactVelocityConstraint impulse) { }
protected override void OnAfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact, ContactVelocityConstraint impulse) { if (null == b2Body) { return; } Fixture other = (fixtureA.Body == b2Body) ? fixtureB : fixtureA; //UnityEngine.Debug.Log("伤害体碰撞 After"); MapCollider collider = other.Body.UserData as MapCollider; if (collider != null) { //UnityEngine.Debug.Log(" OnAfterCollision collider "); } // 分离受击 MapRole role = other.Body.UserData as MapRole; if (role != null) { //UnityEngine.Debug.Log(" OnAfterCollision MapRole "); damageBody.RemoveDamageRole(role.m_strHandle); } //base.OnAfterCollision(fixtureA, fixtureB, contact, impulse); }
internal void RaiseAfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact, ContactVelocityConstraint impulse) { AfterCollision?.Invoke(fixtureA, fixtureB, contact, impulse); }
protected virtual void OnAfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact, ContactVelocityConstraint impulse) { }
internal void PostSolve(Contact contact, ContactVelocityConstraint cvc) { //CreateContactInfo(contact, ContactType.PostSolve, ContactType.PostSolve); }
protected override void OnAfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact, ContactVelocityConstraint impulse) { //UnityEngine.Debug.Log("OnAfterCollision : "); if (null == b2Body) { return; } Fixture other = (fixtureA.Body == b2Body) ? fixtureB : fixtureA; MapObj obj = other.Body.UserData as MapObj; if (obj == null) { return; } }
protected virtual void OnB2PostSolve(Contact acontact, ContactVelocityConstraint impuse) { //UnityEngine.Debug.Log("OnB2PostSolve : "); }