Exemple #1
0
        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;
            }
        }
Exemple #3
0
        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);
                }
            }
        }
Exemple #4
0
        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;
                    }
                }
            }
        }
Exemple #7
0
        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);
            }
        }
Exemple #8
0
        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;
        }
Exemple #9
0
        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);
        }
Exemple #11
0
 protected virtual void PostSolve(Contact contact, ContactVelocityConstraint impulse)
 {
 }
Exemple #12
0
    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);
    }
Exemple #13
0
 internal void RaiseAfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact, ContactVelocityConstraint impulse)
 {
     AfterCollision?.Invoke(fixtureA, fixtureB, contact, impulse);
 }
Exemple #14
0
 protected virtual void OnAfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact, ContactVelocityConstraint impulse)
 {
 }
Exemple #15
0
 internal void PostSolve(Contact contact, ContactVelocityConstraint cvc)
 {
     //CreateContactInfo(contact, ContactType.PostSolve, ContactType.PostSolve);
 }
Exemple #16
0
    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;
        }
    }
Exemple #17
0
 protected virtual void OnB2PostSolve(Contact acontact, ContactVelocityConstraint impuse)
 {
     //UnityEngine.Debug.Log("OnB2PostSolve : ");
 }