Exemple #1
0
 private void UpdateContacts(ArbiterMap selectedArbiterMap)
 {
     foreach (Arbiter current in selectedArbiterMap.Arbiters)
     {
         this.UpdateArbiterContacts(current);
     }
     while (this.removedArbiterStack.Count > 0)
     {
         Arbiter arbiter = this.removedArbiterStack.Pop();
         Arbiter.Pool.GiveBack(arbiter);
         selectedArbiterMap.Remove(arbiter);
         bool flag = selectedArbiterMap == this.arbiterMap;
         if (flag)
         {
             this.removedArbiterQueue.Enqueue(arbiter);
             this.events.RaiseBodiesEndCollide(arbiter.body1, arbiter.body2);
             this.cacheOverPairContact.SetBodies(arbiter.body1, arbiter.body2);
             this.initialCollisions.Remove(this.cacheOverPairContact);
         }
         else
         {
             bool isColliderOnly = arbiter.body1.isColliderOnly;
             if (isColliderOnly)
             {
                 this.events.RaiseTriggerEndCollide(arbiter.body1, arbiter.body2);
             }
             else
             {
                 this.events.RaiseTriggerEndCollide(arbiter.body2, arbiter.body1);
             }
             this.cacheOverPairContact.SetBodies(arbiter.body1, arbiter.body2);
             this.initialTriggers.Remove(this.cacheOverPairContact);
         }
     }
 }
Exemple #2
0
        public World(CollisionSystem collision)
        {
            bool flag = collision == null;

            if (flag)
            {
                throw new ArgumentNullException("The CollisionSystem can't be null.", "collision");
            }
            RigidBody.instanceCount                 = 0;
            Constraint.instanceCount                = 0;
            this.arbiterCallback                    = new Action <object>(this.ArbiterCallback);
            this.integrateCallback                  = new Action <object>(this.IntegrateCallback);
            this.RigidBodies                        = new ReadOnlyHashset <RigidBody>(this.rigidBodies);
            this.Constraints                        = new ReadOnlyHashset <Constraint>(this.constraints);
            this.SoftBodies                         = new ReadOnlyHashset <SoftBody>(this.softbodies);
            this.CollisionSystem                    = collision;
            this.collisionDetectionHandler          = new CollisionDetectedHandler(this.CollisionDetected);
            this.CollisionSystem.CollisionDetected += this.collisionDetectionHandler;
            this.arbiterMap                         = new ArbiterMap();
            this.arbiterTriggerMap                  = new ArbiterMap();
            this.AllowDeactivation                  = false;
        }
Exemple #3
0
        private void CollisionDetected(RigidBody body1, RigidBody body2, TSVector point1, TSVector point2, TSVector normal, FP penetration)
        {
            bool       flag    = body1.IsColliderOnly || body2.IsColliderOnly;
            Arbiter    arbiter = null;
            bool       flag2   = flag;
            ArbiterMap arbiterMap;

            if (flag2)
            {
                arbiterMap = this.arbiterTriggerMap;
            }
            else
            {
                arbiterMap = this.arbiterMap;
            }
            bool       flag3 = false;
            ArbiterMap obj   = arbiterMap;

            lock (obj)
            {
                arbiterMap.LookUpArbiter(body1, body2, out arbiter);
                bool flag4 = arbiter == null;
                if (flag4)
                {
                    arbiter       = Arbiter.Pool.GetNew();
                    arbiter.body1 = body1;
                    arbiter.body2 = body2;
                    arbiterMap.Add(new ArbiterKey(body1, body2), arbiter);
                    flag3 = true;
                }
            }
            bool    flag5 = arbiter.body1 == body1;
            Contact contact;

            if (flag5)
            {
                TSVector.Negate(ref normal, out normal);
                contact = arbiter.AddContact(point1, point2, normal, penetration, this.contactSettings);
            }
            else
            {
                contact = arbiter.AddContact(point2, point1, normal, penetration, this.contactSettings);
            }
            bool flag6 = flag3;

            if (flag6)
            {
                bool flag7 = flag;
                if (flag7)
                {
                    this.events.RaiseTriggerBeginCollide(contact);
                    body1.arbitersTrigger.Add(arbiter);
                    body2.arbitersTrigger.Add(arbiter);
                    OverlapPairContact overlapPairContact = new OverlapPairContact(body1, body2);
                    overlapPairContact.contact = contact;
                    this.initialTriggers.Add(overlapPairContact);
                }
                else
                {
                    this.events.RaiseBodiesBeginCollide(contact);
                    this.addedArbiterQueue.Enqueue(arbiter);
                    OverlapPairContact overlapPairContact2 = new OverlapPairContact(body1, body2);
                    overlapPairContact2.contact = contact;
                    this.initialCollisions.Add(overlapPairContact2);
                }
            }
            bool flag8 = !flag && contact != null;

            if (flag8)
            {
                this.events.RaiseContactCreated(contact);
            }
        }