Esempio n. 1
0
 public World(AABB worldAABB, Vec2 gravity, bool doSleep)
 {
     this._destructionListener = null;
     this._boundaryListener = null;
     this._contactFilter = WorldCallback.DefaultFilter;
     this._contactListener = null;
     this._debugDraw = null;
     this._bodyList = null;
     this._contactList = null;
     this._jointList = null;
     this._bodyCount = 0;
     this._contactCount = 0;
     this._jointCount = 0;
     this._warmStarting = true;
     this._continuousPhysics = true;
     this._allowSleep = doSleep;
     this._gravity = gravity;
     this._lock = false;
     this._inv_dt0 = 0f;
     this._contactManager = new ContactManager();
     this._contactManager._world = this;
     this._broadPhase = new BroadPhase(worldAABB, this._contactManager);
     BodyDef def = new BodyDef();
     this._groundBody = this.CreateBody(def);
 }
Esempio n. 2
0
        protected override void Initialize()
        {
            AABB aabb = new AABB();

            aabb.LowerBound = new Vec2(-10000, -10000);

            aabb.UpperBound = new Vec2(10000, 10000);

            world = new World(aabb, new Vec2(0, 0), false);

            basicEffect = new BasicEffect(this.GraphicsDevice);

            basicEffect.DiffuseColor = new Vector3(1, 1, 1);

            Components.Add(new Map(this, "MainMap"));

            CarData cd = Json.GetCar("BMW");

            car = new Car(this, cd.Position, cd.CollisionBody, cd.ModelName, cd.Density, cd.Friction, cd.Scale, cd.Angle);

            Components.Add(car);

            camera = new Camera(car, this);

            Font = Content.Load<SpriteFont>("SpriteFont1");

            base.Initialize();
        }
Esempio n. 3
0
 public override void ComputeAABB(out AABB aabb, XForm transform)
 {
     aabb = default(AABB);
     Vec2 vec = transform.Position + Box2DX.Common.Math.Mul(transform.R, this._localPosition);
     aabb.LowerBound.Set(vec.X - this._radius, vec.Y - this._radius);
     aabb.UpperBound.Set(vec.X + this._radius, vec.Y + this._radius);
 }
Esempio n. 4
0
        public override void ComputeAABB(out AABB aabb, Transform xf)
        {
            aabb = new AABB();

            Vector2 p = xf.position + xf.TransformDirection(_position);
            aabb.LowerBound = new Vector2(p.x - _radius, p.y - _radius);
            aabb.UpperBound = new Vector2(p.x + _radius, p.y + _radius);
        }
Esempio n. 5
0
        public override void ComputeAABB(out AABB aabb, ref Transform transform)
        {
            aabb = new AABB();

            Vec2 p = transform.Position + Math.Mul(transform.R, _p);
            aabb.LowerBound.Set(p.X - _radius, p.Y - _radius);
            aabb.UpperBound.Set(p.X + _radius, p.Y + _radius);
        }
Esempio n. 6
0
 public override void ComputeSweptAABB(out AABB aabb, XForm transform1, XForm transform2)
 {
     aabb = default(AABB);
     Vec2 a = transform1.Position + Box2DX.Common.Math.Mul(transform1.R, this._localPosition);
     Vec2 b = transform2.Position + Box2DX.Common.Math.Mul(transform2.R, this._localPosition);
     Vec2 vec = Box2DX.Common.Math.Min(a, b);
     Vec2 vec2 = Box2DX.Common.Math.Max(a, b);
     aabb.LowerBound.Set(vec.X - this._radius, vec.Y - this._radius);
     aabb.UpperBound.Set(vec2.X + this._radius, vec2.Y + this._radius);
 }
Esempio n. 7
0
 public static void DrawAABB(AABB aabb, Color c)
 {
     Gl.Color3(c.R, c.G, c.B);
                 Gl.Begin(BeginMode.LineLoop);
                 Gl.Vertex2(aabb.LowerBound.X, aabb.LowerBound.Y);
                 Gl.Vertex2(aabb.UpperBound.X, aabb.LowerBound.Y);
                 Gl.Vertex2(aabb.UpperBound.X, aabb.UpperBound.Y);
                 Gl.Vertex2(aabb.LowerBound.X, aabb.UpperBound.Y);
                 Gl.End();
 }
Esempio n. 8
0
 public static void DrawAABB(AABB aabb, Color c)
 {
     Gl.glColor3f(c.R, c.G, c.B);
     Gl.glBegin(Gl.GL_LINE_LOOP);
     Gl.glVertex2f(aabb.LowerBound.X, aabb.LowerBound.Y);
     Gl.glVertex2f(aabb.UpperBound.X, aabb.LowerBound.Y);
     Gl.glVertex2f(aabb.UpperBound.X, aabb.UpperBound.Y);
     Gl.glVertex2f(aabb.LowerBound.X, aabb.UpperBound.Y);
     Gl.glEnd();
 }
        public CASSWorld(float width, float height, Vector2 gravity)
        {
            // Create the world's axis-aligned bounding box
            AABB aabb = new AABB();
            aabb.LowerBound = new Vec2(-MARGIN, -MARGIN);
            aabb.UpperBound = new Vec2(width + MARGIN, height + MARGIN);

            world = new World(aabb, Utils.Convert(gravity), true);

            succeeded = failed = false;
        }
Esempio n. 10
0
 public Test()
 {
     AABB aabb = new AABB();
     aabb.UpperBound = new UnityEngine.Vector2(100,100);
     aabb.LowerBound = new UnityEngine.Vector2(-100,-100);
     World world = new World(aabb, new Vector2(0, -1), false);
     BodyDef groundBodyDef = new BodyDef();
     groundBodyDef.Position.Set(0, 0);
     PolygonShape groundBox = new PolygonShape();
     groundBox.SetAsBox(10, 1);
     Body body = new Body(groundBodyDef, world);
 }
Esempio n. 11
0
        public InGameState()
        {
            //position the score display centered at the top
            ScoreDisplay.CharacterSize = 90;
            ScoreDisplay.DisplayedString = InGameState.WinCount0.ToString();
            float leftSize = ScoreDisplay.GetLocalBounds().Width;
            ScoreDisplay.DisplayedString += " : ";
            float midSize = ScoreDisplay.GetLocalBounds().Width - leftSize;
            ScoreDisplay.DisplayedString += InGameState.WinCount1.ToString();
            ScoreDisplay.Origin = new Vector2(leftSize + 0.5f * midSize, 0f);
            ScoreDisplay.Position = new Vector2(Constants.windowSizeX / 2 , Constants.windowSizeY / 14);
            ScoreDisplay.Color = new SFML.Graphics.Color(200, 255, 200);

            AABB aabb = new AABB();
            aabb.LowerBound.Set(0.0f, 0.0f);
            aabb.UpperBound.Set(800, 600/*Constants.worldSizeX * Constants.screenRatio*/);

            physicsWorld = new World(aabb, new Vec2(0.0f, -9.81f), false);

            contactManager = Physics.ContactManager.g_contactManager;
            physicsWorld.SetContactListener(contactManager);

             // Set new Players and appending dekoHands
            ResetPlayers();
            setDekoFlags();
            //0xF0A58A4
            groundPolygonAct = new Actors.PolygonActor(physicsWorld, new Vec2(0.0f, 15.0f), 0xFBA58A4, Actors.FunctionType.GradientNoise, 4);

            BackgroundBackSprite = new Sprite(AssetManager.getTexture(AssetManager.TextureName.InGameBackGroundBack));
            BackgroundBackSprite.Scale = new Vector2(Constants.windowSizeX / (float)BackgroundBackSprite.TextureRect.Width, Constants.windowSizeY / (float)BackgroundBackSprite.TextureRect.Height);//0.5F * Vector2.One;
            BackgroundFrontSprite = new Sprite(AssetManager.getTexture(AssetManager.TextureName.InGameBackGroundFront));
            BackgroundFrontSprite.Scale = BackgroundBackSprite.Scale;

            //left and right borders of the map
            BodyDef bodydef = new BodyDef();
            bodydef.Position = new Vector2(0,0);
            bodydef.Angle = 0.0f;
            PolygonDef box = new PolygonDef();
            box.SetAsBox(1f, Constants.worldSizeY);

            Body leftEdge = physicsWorld.CreateBody(bodydef);
            contactManager.addNonLethalShape(leftEdge.CreateShape(box));

            bodydef.Position = new Vector2(Constants.worldSizeX-1, 0);
            Body rightEdge = physicsWorld.CreateBody(bodydef);
            contactManager.addNonLethalShape(rightEdge.CreateShape(box));

            bodydef.Position = new Vector2(0, Constants.worldSizeY);
            box.SetAsBox(Constants.worldSizeX, 1f);
            Body topEdge = physicsWorld.CreateBody(bodydef);
            contactManager.addNonLethalShape(topEdge.CreateShape(box));
        }
Esempio n. 12
0
		public static bool TestOverlap(AABB a, AABB b)
		{
			Vec2 d1, d2;
			d1 = b.LowerBound - a.UpperBound;
			d2 = a.LowerBound - b.UpperBound;

			if (d1.X > 0.0f || d1.Y > 0.0f)
				return false;

			if (d2.X > 0.0f || d2.Y > 0.0f)
				return false;

			return true;
		}
Esempio n. 13
0
 public BroadPhase(AABB worldAABB, PairCallback callback)
 {
     this._pairManager = new PairManager();
     this._pairManager.Initialize(this, callback);
     Box2DXDebug.Assert(worldAABB.IsValid);
     this._worldAABB = worldAABB;
     this._proxyCount = 0;
     Vec2 vec = worldAABB.UpperBound - worldAABB.LowerBound;
     this._quantizationFactor.X = (float)BroadPhase.BROADPHASE_MAX / vec.X;
     this._quantizationFactor.Y = (float)BroadPhase.BROADPHASE_MAX / vec.Y;
     ushort num = 0;
     while ((int)num < Settings.MaxProxies - 1)
     {
         this._proxyPool[(int)num] = new Proxy();
         this._proxyPool[(int)num].Next = (ushort)(num + 1);
         this._proxyPool[(int)num].TimeStamp = 0;
         this._proxyPool[(int)num].OverlapCount = BroadPhase.Invalid;
         this._proxyPool[(int)num].UserData = null;
         num += 1;
     }
     this._proxyPool[Settings.MaxProxies - 1] = new Proxy();
     this._proxyPool[Settings.MaxProxies - 1].Next = PairManager.NullProxy;
     this._proxyPool[Settings.MaxProxies - 1].TimeStamp = 0;
     this._proxyPool[Settings.MaxProxies - 1].OverlapCount = BroadPhase.Invalid;
     this._proxyPool[Settings.MaxProxies - 1].UserData = null;
     this._freeProxy = 0;
     this._timeStamp = 1;
     this._queryResultCount = 0;
     for (int i = 0; i < 2; i++)
     {
         this._bounds[i] = new Bound[2 * Settings.MaxProxies];
     }
     int num2 = 2 * Settings.MaxProxies;
     for (int j = 0; j < 2; j++)
     {
         for (int k = 0; k < num2; k++)
         {
             this._bounds[j][k] = new Bound();
         }
     }
 }
Esempio n. 14
0
		public BroadPhaseTest()
		{
			BroadPhase.IsValidate = true;

			//srand(888);

			AABB worldAABB = new AABB();
			worldAABB.LowerBound.Set(-5.0f * k_extent, -5.0f * k_extent);
			worldAABB.UpperBound.Set(5.0f * k_extent, 5.0f * k_extent);

			_overlapCount = 0;
			_overlapCountExact = 0;
			_callback._test = this;

			_broadPhase = new BroadPhase(worldAABB, _callback);

			for (int i = 0; i < k_actorCount; i++)
				_overlaps[i] = new bool[k_actorCount];
			for (int i = 0; i < k_actorCount; i++)
				for (int j = 0; j < k_actorCount; j++)
					_overlaps[i][j] = false;

			for (int i = 0; i < k_actorCount; i++)
				_actors[i] = new Actor();

			for (int i = 0; i < k_actorCount; ++i)
			{
				bool s = false;
				if (i == 91)
					s = true;
				Actor actor = _actors[i];
				GetRandomAABB(ref actor.aabb);
				//actor->aabb.minVertex.Set(0.0f, 0.0f);
				//actor->aabb.maxVertex.Set(k_width, k_width);
				actor.proxyId = _broadPhase.CreateProxy(actor.aabb, actor);
				actor.overlapCount = 0;
				_broadPhase.Validate();
			}

			_automated = true;
			_stepCount = 0;
		}
Esempio n. 15
0
 private void ComputeBounds(out ushort[] lowerValues, out ushort[] upperValues, AABB aabb)
 {
     lowerValues = new ushort[2];
     upperValues = new ushort[2];
     Box2DXDebug.Assert(aabb.UpperBound.X >= aabb.LowerBound.X);
     Box2DXDebug.Assert(aabb.UpperBound.Y >= aabb.LowerBound.Y);
     Vec2 vec = Box2DX.Common.Math.Clamp(aabb.LowerBound, this._worldAABB.LowerBound, this._worldAABB.UpperBound);
     Vec2 vec2 = Box2DX.Common.Math.Clamp(aabb.UpperBound, this._worldAABB.LowerBound, this._worldAABB.UpperBound);
     lowerValues[0] = (ushort)((ushort)(this._quantizationFactor.X * (vec.X - this._worldAABB.LowerBound.X)) & BroadPhase.BROADPHASE_MAX - 1);
     upperValues[0] = (ushort)((ushort)(this._quantizationFactor.X * (vec2.X - this._worldAABB.LowerBound.X)) | 1);
     lowerValues[1] = (ushort)((ushort)(this._quantizationFactor.Y * (vec.Y - this._worldAABB.LowerBound.Y)) & BroadPhase.BROADPHASE_MAX - 1);
     upperValues[1] = (ushort)((ushort)(this._quantizationFactor.Y * (vec2.Y - this._worldAABB.LowerBound.Y)) | 1);
 }
Esempio n. 16
0
 public bool InRange(AABB aabb)
 {
     Vec2 vec = Box2DX.Common.Math.Max(aabb.LowerBound - this._worldAABB.UpperBound, this._worldAABB.LowerBound - aabb.UpperBound);
     return Box2DX.Common.Math.Max(vec.X, vec.Y) < 0f;
 }
Esempio n. 17
0
 public abstract void ComputeSweptAABB(out AABB aabb, XForm xf1, XForm xf2);
Esempio n. 18
0
        // Call MoveProxy as many times as you like, then when you are done
        // call Commit to finalized the proxy pairs (for your time step).
        public void MoveProxy(int proxyId, AABB aabb)
        {
            if (proxyId == PairManager.NullProxy || Settings.MaxProxies <= proxyId)
            {
                Box2DXDebug.Assert(false);
                return;
            }

            if (aabb.IsValid == false)
            {
                Box2DXDebug.Assert(false);
                return;
            }

            int boundCount = 2 * _proxyCount;

            Proxy proxy = _proxyPool[proxyId];

            // Get new bound values
            BoundValues newValues = new BoundValues();;

            ComputeBounds(out newValues.LowerValues, out newValues.UpperValues, aabb);

            // Get old bound values
            BoundValues oldValues = new BoundValues();

            for (int axis = 0; axis < 2; ++axis)
            {
                oldValues.LowerValues[axis] = _bounds[axis][proxy.LowerBounds[axis]].Value;
                oldValues.UpperValues[axis] = _bounds[axis][proxy.UpperBounds[axis]].Value;
            }

            for (int axis = 0; axis < 2; ++axis)
            {
                Bound[] bounds = _bounds[axis];

                int lowerIndex = proxy.LowerBounds[axis];
                int upperIndex = proxy.UpperBounds[axis];

                ushort lowerValue = newValues.LowerValues[axis];
                ushort upperValue = newValues.UpperValues[axis];

                int deltaLower = lowerValue - bounds[lowerIndex].Value;
                int deltaUpper = upperValue - bounds[upperIndex].Value;

                bounds[lowerIndex].Value = lowerValue;
                bounds[upperIndex].Value = upperValue;

                //
                // Expanding adds overlaps
                //

                // Should we move the lower bound down?
                if (deltaLower < 0)
                {
                    int index = lowerIndex;
                    while (index > 0 && lowerValue < bounds[index - 1].Value)
                    {
                        Bound bound     = bounds[index];
                        Bound prevBound = bounds[index - 1];

                        int   prevProxyId = prevBound.ProxyId;
                        Proxy prevProxy   = _proxyPool[prevBound.ProxyId];

                        ++prevBound.StabbingCount;

                        if (prevBound.IsUpper == true)
                        {
                            if (TestOverlap(newValues, prevProxy))
                            {
                                _pairManager.AddBufferedPair(proxyId, prevProxyId);
                            }

                            ++prevProxy.UpperBounds[axis];
                            ++bound.StabbingCount;
                        }
                        else
                        {
                            ++prevProxy.LowerBounds[axis];
                            --bound.StabbingCount;
                        }

                        --proxy.LowerBounds[axis];
                        Common.Math.Swap <Bound>(ref bounds[index], ref bounds[index - 1]);
                        --index;
                    }
                }

                // Should we move the upper bound up?
                if (deltaUpper > 0)
                {
                    int index = upperIndex;
                    while (index < boundCount - 1 && bounds[index + 1].Value <= upperValue)
                    {
                        Bound bound       = bounds[index];
                        Bound nextBound   = bounds[index + 1];
                        int   nextProxyId = nextBound.ProxyId;
                        Proxy nextProxy   = _proxyPool[nextProxyId];

                        ++nextBound.StabbingCount;

                        if (nextBound.IsLower == true)
                        {
                            if (TestOverlap(newValues, nextProxy))
                            {
                                _pairManager.AddBufferedPair(proxyId, nextProxyId);
                            }

                            --nextProxy.LowerBounds[axis];
                            ++bound.StabbingCount;
                        }
                        else
                        {
                            --nextProxy.UpperBounds[axis];
                            --bound.StabbingCount;
                        }

                        ++proxy.UpperBounds[axis];
                        Common.Math.Swap <Bound>(ref bounds[index], ref bounds[index + 1]);
                        ++index;
                    }
                }

                //
                // Shrinking removes overlaps
                //

                // Should we move the lower bound up?
                if (deltaLower > 0)
                {
                    int index = lowerIndex;
                    while (index < boundCount - 1 && bounds[index + 1].Value <= lowerValue)
                    {
                        Bound bound     = bounds[index];
                        Bound nextBound = bounds[index + 1];

                        int   nextProxyId = nextBound.ProxyId;
                        Proxy nextProxy   = _proxyPool[nextProxyId];

                        --nextBound.StabbingCount;

                        if (nextBound.IsUpper)
                        {
                            if (TestOverlap(oldValues, nextProxy))
                            {
                                _pairManager.RemoveBufferedPair(proxyId, nextProxyId);
                            }

                            --nextProxy.UpperBounds[axis];
                            --bound.StabbingCount;
                        }
                        else
                        {
                            --nextProxy.LowerBounds[axis];
                            ++bound.StabbingCount;
                        }

                        ++proxy.LowerBounds[axis];
                        Common.Math.Swap <Bound>(ref bounds[index], ref bounds[index + 1]);
                        ++index;
                    }
                }

                // Should we move the upper bound down?
                if (deltaUpper < 0)
                {
                    int index = upperIndex;
                    while (index > 0 && upperValue < bounds[index - 1].Value)
                    {
                        Bound bound     = bounds[index];
                        Bound prevBound = bounds[index - 1];

                        int   prevProxyId = prevBound.ProxyId;
                        Proxy prevProxy   = _proxyPool[prevProxyId];

                        --prevBound.StabbingCount;

                        if (prevBound.IsLower == true)
                        {
                            if (TestOverlap(oldValues, prevProxy))
                            {
                                _pairManager.RemoveBufferedPair(proxyId, prevProxyId);
                            }

                            ++prevProxy.LowerBounds[axis];
                            --bound.StabbingCount;
                        }
                        else
                        {
                            ++prevProxy.UpperBounds[axis];
                            ++bound.StabbingCount;
                        }

                        --proxy.UpperBounds[axis];
                        Common.Math.Swap <Bound>(ref bounds[index], ref bounds[index - 1]);
                        --index;
                    }
                }
            }

            if (IsValidate)
            {
                Validate();
            }
        }
Esempio n. 19
0
 /// Combine two AABBs into this one.
 public void Combine(AABB aabb1, AABB aabb2)
 {
     LowerBound = Common.Math.Min(aabb1.LowerBound, aabb2.LowerBound);
     UpperBound = Common.Math.Max(aabb1.UpperBound, aabb2.UpperBound);
 }
Esempio n. 20
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            IsMouseVisible = true;
            #region phys

            //world bounds
            // if bodies reach the end of the world, but it will be slower or stops completly.
            Box2DX.Collision.AABB worldAABB = new Box2DX.Collision.AABB();
            worldAABB.LowerBound.Set(-100.0f, -100.0f);
            worldAABB.UpperBound.Set(100.0f, 100.0f);

            physicsWorld = new Engine.Physics.PhysicsWorld(new Vector2(0, 9.8f).ToBox2DVector(), worldAABB);

            // Define the ground body.
            BodyDef groundBodyDef = new BodyDef();
            groundBodyDef.Position.Set(0.0f / physicsScaleX, 256.0f / physicsScaleY);

            // Call the body factory which creates the ground box shape.
            // The body is also added to the world.
            Body groundBody = physicsWorld.CreateBody(groundBodyDef);

            // Define the ground box shape.
            PolygonDef groundShapeDef = new PolygonDef();

            // The extents are the half-widths of the box.
            groundShapeDef.SetAsBox(1000.0f / physicsScaleX, 10.0f / physicsScaleY);

            // Add the ground shape to the ground body.
            groundBody.CreateShape(groundShapeDef);



            #endregion

            //FMOD.VERSION.dll
            base.Initialize();
            System.Diagnostics.Debug.WriteLine(System.IO.Path.GetFullPath("FMOD/64/fmod.dll"));
            if (System.Environment.Is64BitProcess)
            {
                LoadLibrary(System.IO.Path.GetFullPath("FMOD/64/fmod.dll"));
            }
            else
            {
                LoadLibrary(System.IO.Path.GetFullPath("FMOD/32/fmod.dll"));
            }

            truck = Content.Load <Model>("Models/truck");

            soundPlayer = new Engine.Sound.SoundPlayer(this);
            soundPlayer.Init();


            //generate and init landscape
            foreach (var actor in GenerateLandscape(50, 50, 1, 1))
            {
                AddActor(actor); actor.Init();
            }

            mouseDisplayActor = new Engine.Actor(this, "mousedisplay", new Vector3(0, 0, 0), new Vector3(0, 0, 0), 0.0f);

            mouseDisplayActor.Components.Add(new Engine.Components.ImageDisplayComponent(this, mouseDisplayActor, "Textures/mouse/icons8-cursor-24"));
            mouseDisplayActor.Components.Add(new Engine.Components.MouseFollowComponent(this, mouseDisplayActor));
            mouseDisplayActor.Init();



            AddActor(new Actor(this, "ConcertHallReverb", new Vector3(0, 0, 0), new Vector3(0, 0, 0), 0.0f));
            GetActorByName("ConcertHallReverb").Components.Add(new Engine.Components.ReverbComponent(this, GetActorByName("ConcertHallReverb"), new Vector3(0, 0, 0), FMOD.PRESET.CONCERTHALL(), 32, 32));
            GetActorByName("ConcertHallReverb").Init();

            AddActor(new Actor(this, "QUARRYReverb", new Vector3(128, 0, 0), new Vector3(0, 0, 0), 0.0f));
            GetActorByName("QUARRYReverb").Components.Add(new Engine.Components.ReverbComponent(this, GetActorByName("QUARRYReverb"), new Vector3(0, 0, 0), FMOD.PRESET.QUARRY(), 32, 32));
            GetActorByName("QUARRYReverb").Init();

            AddActor(new Actor(this, "UNDERWATEReverb", new Vector3(0, 128, 0), new Vector3(0, 0, 0), 0.0f));
            GetActorByName("UNDERWATEReverb").Components.Add(new Engine.Components.ReverbComponent(this, GetActorByName("UNDERWATEReverb"), new Vector3(0, 0, 0), FMOD.PRESET.UNDERWATER(), 32, 32));
            GetActorByName("UNDERWATEReverb").Init();

            AddActor(new Player(this, "player", new Vector3(0, 0, 0), new Vector3(0, 0, 0), 0.0f));
            // GetActorByName("player").Components.Add(new Engine.Components.BasicMovementComponent(this, GetActorByName("player")));
            GetActorByName("player").Components.Add(new Engine.Components.ImageDisplayComponent(this, GetActorByName("player"), "Textures/solid"));



            GetActorByName("player").Init();
            currentCamera = (GetActorByName("player") as Player).playerCamera;
        }
Esempio n. 21
0
		private void GetRandomAABB(ref AABB aabb)
		{
			Vec2 w = new Vec2(); w.Set(k_width, k_width);
			aabb.LowerBound.X = Box2DXMath.Random(-k_extent, k_extent);
			aabb.LowerBound.Y = Box2DXMath.Random(0.0f, 2.0f * k_extent);
			aabb.UpperBound = aabb.LowerBound + w;
		}
Esempio n. 22
0
		private void MoveAABB(ref AABB aabb)
		{
			Vec2 d = new Vec2();
			d.X = Box2DXMath.Random(-0.5f, 0.5f);
			d.Y = Box2DXMath.Random(-0.5f, 0.5f);
			//d.x = 2.0f;
			//d.y = 0.0f;
			aabb.LowerBound += d;
			aabb.UpperBound += d;

			Vec2 c0 = 0.5f * (aabb.LowerBound + aabb.UpperBound);
			Vec2 min = new Vec2(); min.Set(-k_extent, 0.0f);
			Vec2 max = new Vec2(); max.Set(k_extent, 2.0f * k_extent);
			Vec2 c = Box2DXMath.Clamp(c0, min, max);

			aabb.LowerBound += c - c0;
			aabb.UpperBound += c - c0;
		}
Esempio n. 23
0
        // Create and destroy proxies. These call Flush first.
        public ushort CreateProxy(AABB aabb, object userData)
        {
            Box2DXDebug.Assert(_proxyCount < Settings.MaxProxies);
            Box2DXDebug.Assert(_freeProxy != PairManager.NullProxy);

            ushort proxyId = _freeProxy;
            Proxy  proxy   = _proxyPool[proxyId];

            _freeProxy = proxy.Next;

            proxy.OverlapCount = 0;
            proxy.UserData     = userData;

            int boundCount = 2 * _proxyCount;

            ushort[] lowerValues = new ushort[2], upperValues = new ushort[2];
            ComputeBounds(out lowerValues, out upperValues, aabb);

            for (int axis = 0; axis < 2; ++axis)
            {
                Bound[] bounds = _bounds[axis];
                int     lowerIndex, upperIndex;
                Query(out lowerIndex, out upperIndex, lowerValues[axis], upperValues[axis], bounds, boundCount, axis);

#warning "Check this"
                //memmove(bounds + upperIndex + 2, bounds + upperIndex, (boundCount - upperIndex) * sizeof(b2Bound));
                Bound[] tmp = new Bound[boundCount - upperIndex];
                for (int i = 0; i < (boundCount - upperIndex); i++)
                {
                    tmp[i] = bounds[upperIndex + i].Clone();
                }
                for (int i = 0; i < (boundCount - upperIndex); i++)
                {
                    bounds[upperIndex + 2 + i] = tmp[i];
                }

                //memmove(bounds + lowerIndex + 1, bounds + lowerIndex, (upperIndex - lowerIndex) * sizeof(b2Bound));
                tmp = new Bound[upperIndex - lowerIndex];
                for (int i = 0; i < (upperIndex - lowerIndex); i++)
                {
                    tmp[i] = bounds[lowerIndex + i].Clone();
                }
                for (int i = 0; i < (upperIndex - lowerIndex); i++)
                {
                    bounds[lowerIndex + 1 + i] = tmp[i];
                }

                // The upper index has increased because of the lower bound insertion.
                ++upperIndex;

                // Copy in the new bounds.
                bounds[lowerIndex].Value   = lowerValues[axis];
                bounds[lowerIndex].ProxyId = proxyId;
                bounds[upperIndex].Value   = upperValues[axis];
                bounds[upperIndex].ProxyId = proxyId;

                bounds[lowerIndex].StabbingCount = lowerIndex == 0 ? (ushort)0 : bounds[lowerIndex - 1].StabbingCount;
                bounds[upperIndex].StabbingCount = bounds[upperIndex - 1].StabbingCount;

                // Adjust the stabbing count between the new bounds.
                for (int index = lowerIndex; index < upperIndex; ++index)
                {
                    ++bounds[index].StabbingCount;
                }

                // Adjust the all the affected bound indices.
                for (int index = lowerIndex; index < boundCount + 2; ++index)
                {
                    Proxy proxy_ = _proxyPool[bounds[index].ProxyId];
                    if (bounds[index].IsLower)
                    {
                        proxy_.LowerBounds[axis] = (ushort)index;
                    }
                    else
                    {
                        proxy_.UpperBounds[axis] = (ushort)index;
                    }
                }
            }

            ++_proxyCount;

            Box2DXDebug.Assert(_queryResultCount < Settings.MaxProxies);

            // Create pairs if the AABB is in range.
            for (int i = 0; i < _queryResultCount; ++i)
            {
                Box2DXDebug.Assert(_queryResults[i] < Settings.MaxProxies);
                Box2DXDebug.Assert(_proxyPool[_queryResults[i]].IsValid);

                _pairManager.AddBufferedPair(proxyId, _queryResults[i]);
            }

            _pairManager.Commit();

            if (IsValidate)
            {
                Validate();
            }

            // Prepare for next query.
            _queryResultCount = 0;
            IncrementTimeStamp();

            return(proxyId);
        }
Esempio n. 24
0
 public abstract void ComputeAABB(out AABB aabb, XForm xf);
Esempio n. 25
0
 /// <summary>
 /// Combine two AABBs into this one.
 /// </summary>
 public void Combine(AABB aabb1, AABB aabb2)
 {
     LowerBound = Math.Min(aabb1.LowerBound, aabb2.LowerBound);
     UpperBound = Math.Max(aabb1.UpperBound, aabb2.UpperBound);
 }
Esempio n. 26
0
 public ushort CreateProxy(AABB aabb, object userData)
 {
     Box2DXDebug.Assert(this._proxyCount < Settings.MaxProxies);
     Box2DXDebug.Assert(this._freeProxy != PairManager.NullProxy);
     ushort freeProxy = this._freeProxy;
     Proxy proxy = this._proxyPool[(int)freeProxy];
     this._freeProxy = proxy.Next;
     proxy.OverlapCount = 0;
     proxy.UserData = userData;
     int num = 2 * this._proxyCount;
     ushort[] array = new ushort[2];
     ushort[] array2 = new ushort[2];
     this.ComputeBounds(out array, out array2, aabb);
     for (int i = 0; i < 2; i++)
     {
         Bound[] array3 = this._bounds[i];
         int num2;
         int num3;
         this.Query(out num2, out num3, array[i], array2[i], array3, num, i);
         Bound[] array4 = new Bound[num - num3];
         for (int j = 0; j < num - num3; j++)
         {
             array4[j] = array3[num3 + j].Clone();
         }
         for (int j = 0; j < num - num3; j++)
         {
             array3[num3 + 2 + j] = array4[j];
         }
         array4 = new Bound[num3 - num2];
         for (int j = 0; j < num3 - num2; j++)
         {
             array4[j] = array3[num2 + j].Clone();
         }
         for (int j = 0; j < num3 - num2; j++)
         {
             array3[num2 + 1 + j] = array4[j];
         }
         num3++;
         array3[num2].Value = array[i];
         array3[num2].ProxyId = freeProxy;
         array3[num3].Value = array2[i];
         array3[num3].ProxyId = freeProxy;
         array3[num2].StabbingCount = ((num2 == 0) ? (ushort)0 : array3[num2 - 1].StabbingCount);
         array3[num3].StabbingCount = array3[num3 - 1].StabbingCount;
         for (int k = num2; k < num3; k++)
         {
             Bound expr_1E4 = array3[k];
             expr_1E4.StabbingCount += 1;
         }
         for (int k = num2; k < num + 2; k++)
         {
             Proxy proxy2 = this._proxyPool[(int)array3[k].ProxyId];
             if (array3[k].IsLower)
             {
                 proxy2.LowerBounds[i] = (ushort)k;
             }
             else
             {
                 proxy2.UpperBounds[i] = (ushort)k;
             }
         }
     }
     this._proxyCount++;
     Box2DXDebug.Assert(this._queryResultCount < Settings.MaxProxies);
     for (int j = 0; j < this._queryResultCount; j++)
     {
         Box2DXDebug.Assert((int)this._queryResults[j] < Settings.MaxProxies);
         Box2DXDebug.Assert(this._proxyPool[(int)this._queryResults[j]].IsValid);
         this._pairManager.AddBufferedPair((int)freeProxy, (int)this._queryResults[j]);
     }
     this._pairManager.Commit();
     if (BroadPhase.IsValidate)
     {
         this.Validate();
     }
     this._queryResultCount = 0;
     this.IncrementTimeStamp();
     return freeProxy;
 }
Esempio n. 27
0
		public override void ComputeAABB(out AABB aabb, XForm xf)
		{
			Mat22 R = Common.Math.Mul(xf.R, _obb.R);
			Mat22 absR = Common.Math.Abs(R);
			Vec2 h = Common.Math.Mul(absR, _obb.Extents);
			Vec2 position = xf.Position + Common.Math.Mul(xf.R, _obb.Center);
			aabb.LowerBound = position - h;
			aabb.UpperBound = position + h;
		}
Esempio n. 28
0
 public void MoveProxy(int proxyId, AABB aabb)
 {
     if (proxyId == (int)PairManager.NullProxy || Settings.MaxProxies <= proxyId)
     {
         Box2DXDebug.Assert(false);
     }
     else
     {
         if (!aabb.IsValid)
         {
             Box2DXDebug.Assert(false);
         }
         else
         {
             int num = 2 * this._proxyCount;
             Proxy proxy = this._proxyPool[proxyId];
             BoundValues boundValues = new BoundValues();
             this.ComputeBounds(out boundValues.LowerValues, out boundValues.UpperValues, aabb);
             BoundValues boundValues2 = new BoundValues();
             for (int i = 0; i < 2; i++)
             {
                 boundValues2.LowerValues[i] = this._bounds[i][(int)proxy.LowerBounds[i]].Value;
                 boundValues2.UpperValues[i] = this._bounds[i][(int)proxy.UpperBounds[i]].Value;
             }
             for (int i = 0; i < 2; i++)
             {
                 Bound[] array = this._bounds[i];
                 int num2 = (int)proxy.LowerBounds[i];
                 int num3 = (int)proxy.UpperBounds[i];
                 ushort num4 = boundValues.LowerValues[i];
                 ushort num5 = boundValues.UpperValues[i];
                 int num6 = (int)(num4 - array[num2].Value);
                 int num7 = (int)(num5 - array[num3].Value);
                 array[num2].Value = num4;
                 array[num3].Value = num5;
                 if (num6 < 0)
                 {
                     int num8 = num2;
                     while (num8 > 0 && num4 < array[num8 - 1].Value)
                     {
                         Bound bound = array[num8];
                         Bound bound2 = array[num8 - 1];
                         int proxyId2 = (int)bound2.ProxyId;
                         Proxy proxy2 = this._proxyPool[(int)bound2.ProxyId];
                         Bound expr_18A = bound2;
                         expr_18A.StabbingCount += 1;
                         if (bound2.IsUpper)
                         {
                             if (this.TestOverlap(boundValues, proxy2))
                             {
                                 this._pairManager.AddBufferedPair(proxyId, proxyId2);
                             }
                             ushort[] expr_1DA_cp_0 = proxy2.UpperBounds;
                             int expr_1DA_cp_1 = i;
                             expr_1DA_cp_0[expr_1DA_cp_1] += 1;
                             Bound expr_1EA = bound;
                             expr_1EA.StabbingCount += 1;
                         }
                         else
                         {
                             ushort[] expr_20A_cp_0 = proxy2.LowerBounds;
                             int expr_20A_cp_1 = i;
                             expr_20A_cp_0[expr_20A_cp_1] += 1;
                             Bound expr_21A = bound;
                             expr_21A.StabbingCount -= 1;
                         }
                         ushort[] expr_236_cp_0 = proxy.LowerBounds;
                         int expr_236_cp_1 = i;
                         expr_236_cp_0[expr_236_cp_1] -= 1;
                         Box2DX.Common.Math.Swap<Bound>(ref array[num8], ref array[num8 - 1]);
                         num8--;
                     }
                 }
                 if (num7 > 0)
                 {
                     int num8 = num3;
                     while (num8 < num - 1 && array[num8 + 1].Value <= num5)
                     {
                         Bound bound = array[num8];
                         Bound bound3 = array[num8 + 1];
                         int proxyId3 = (int)bound3.ProxyId;
                         Proxy proxy3 = this._proxyPool[proxyId3];
                         Bound expr_2C9 = bound3;
                         expr_2C9.StabbingCount += 1;
                         if (bound3.IsLower)
                         {
                             if (this.TestOverlap(boundValues, proxy3))
                             {
                                 this._pairManager.AddBufferedPair(proxyId, proxyId3);
                             }
                             ushort[] expr_319_cp_0 = proxy3.LowerBounds;
                             int expr_319_cp_1 = i;
                             expr_319_cp_0[expr_319_cp_1] -= 1;
                             Bound expr_329 = bound;
                             expr_329.StabbingCount += 1;
                         }
                         else
                         {
                             ushort[] expr_349_cp_0 = proxy3.UpperBounds;
                             int expr_349_cp_1 = i;
                             expr_349_cp_0[expr_349_cp_1] -= 1;
                             Bound expr_359 = bound;
                             expr_359.StabbingCount -= 1;
                         }
                         ushort[] expr_375_cp_0 = proxy.UpperBounds;
                         int expr_375_cp_1 = i;
                         expr_375_cp_0[expr_375_cp_1] += 1;
                         Box2DX.Common.Math.Swap<Bound>(ref array[num8], ref array[num8 + 1]);
                         num8++;
                     }
                 }
                 if (num6 > 0)
                 {
                     int num8 = num2;
                     while (num8 < num - 1 && array[num8 + 1].Value <= num4)
                     {
                         Bound bound = array[num8];
                         Bound bound3 = array[num8 + 1];
                         int proxyId3 = (int)bound3.ProxyId;
                         Proxy proxy3 = this._proxyPool[proxyId3];
                         Bound expr_40D = bound3;
                         expr_40D.StabbingCount -= 1;
                         if (bound3.IsUpper)
                         {
                             if (this.TestOverlap(boundValues2, proxy3))
                             {
                                 this._pairManager.RemoveBufferedPair(proxyId, proxyId3);
                             }
                             ushort[] expr_45D_cp_0 = proxy3.UpperBounds;
                             int expr_45D_cp_1 = i;
                             expr_45D_cp_0[expr_45D_cp_1] -= 1;
                             Bound expr_46D = bound;
                             expr_46D.StabbingCount -= 1;
                         }
                         else
                         {
                             ushort[] expr_48D_cp_0 = proxy3.LowerBounds;
                             int expr_48D_cp_1 = i;
                             expr_48D_cp_0[expr_48D_cp_1] -= 1;
                             Bound expr_49D = bound;
                             expr_49D.StabbingCount += 1;
                         }
                         ushort[] expr_4B9_cp_0 = proxy.LowerBounds;
                         int expr_4B9_cp_1 = i;
                         expr_4B9_cp_0[expr_4B9_cp_1] += 1;
                         Box2DX.Common.Math.Swap<Bound>(ref array[num8], ref array[num8 + 1]);
                         num8++;
                     }
                 }
                 if (num7 < 0)
                 {
                     int num8 = num3;
                     while (num8 > 0 && num5 < array[num8 - 1].Value)
                     {
                         Bound bound = array[num8];
                         Bound bound2 = array[num8 - 1];
                         int proxyId2 = (int)bound2.ProxyId;
                         Proxy proxy2 = this._proxyPool[proxyId2];
                         Bound expr_551 = bound2;
                         expr_551.StabbingCount -= 1;
                         if (bound2.IsLower)
                         {
                             if (this.TestOverlap(boundValues2, proxy2))
                             {
                                 this._pairManager.RemoveBufferedPair(proxyId, proxyId2);
                             }
                             ushort[] expr_5A1_cp_0 = proxy2.LowerBounds;
                             int expr_5A1_cp_1 = i;
                             expr_5A1_cp_0[expr_5A1_cp_1] += 1;
                             Bound expr_5B1 = bound;
                             expr_5B1.StabbingCount -= 1;
                         }
                         else
                         {
                             ushort[] expr_5D1_cp_0 = proxy2.UpperBounds;
                             int expr_5D1_cp_1 = i;
                             expr_5D1_cp_0[expr_5D1_cp_1] += 1;
                             Bound expr_5E1 = bound;
                             expr_5E1.StabbingCount += 1;
                         }
                         ushort[] expr_5FD_cp_0 = proxy.UpperBounds;
                         int expr_5FD_cp_1 = i;
                         expr_5FD_cp_0[expr_5FD_cp_1] -= 1;
                         Box2DX.Common.Math.Swap<Bound>(ref array[num8], ref array[num8 - 1]);
                         num8--;
                     }
                 }
             }
             if (BroadPhase.IsValidate)
             {
                 this.Validate();
             }
         }
     }
 }
Esempio n. 29
0
        // Use this to see if your proxy is in range. If it is not in range,
        // it should be destroyed. Otherwise you may get O(m^2) pairs, where m
        // is the number of proxies that are out of range.
        public bool InRange(AABB aabb)
        {
            Vec2 d = Common.Math.Max(aabb.LowerBound - _worldAABB.UpperBound, _worldAABB.LowerBound - aabb.UpperBound);

            return(Common.Math.Max(d.X, d.Y) < 0.0f);
        }
Esempio n. 30
0
 public int Query(AABB aabb, object[] userData, int maxCount)
 {
     ushort[] array;
     ushort[] array2;
     this.ComputeBounds(out array, out array2, aabb);
     int num;
     int num2;
     this.Query(out num, out num2, array[0], array2[0], this._bounds[0], 2 * this._proxyCount, 0);
     this.Query(out num, out num2, array[1], array2[1], this._bounds[1], 2 * this._proxyCount, 1);
     Box2DXDebug.Assert(this._queryResultCount < Settings.MaxProxies);
     int num3 = 0;
     int num4 = 0;
     while (num4 < this._queryResultCount && num3 < maxCount)
     {
         Box2DXDebug.Assert((int)this._queryResults[num4] < Settings.MaxProxies);
         Proxy proxy = this._proxyPool[(int)this._queryResults[num4]];
         Box2DXDebug.Assert(proxy.IsValid);
         userData[num4] = proxy.UserData;
         num4++;
         num3++;
     }
     this._queryResultCount = 0;
     this.IncrementTimeStamp();
     return num3;
 }
        public override void ComputeSweptAABB(out AABB aabb, XForm transform1, XForm transform2)
        {
            aabb = new AABB();

            Vec2 p1 = transform1.Position + Common.Math.Mul(transform1.R, _localPosition);
            Vec2 p2 = transform2.Position + Common.Math.Mul(transform2.R, _localPosition);
            Vec2 lower = Common.Math.Min(p1, p2);
            Vec2 upper = Common.Math.Max(p1, p2);

            aabb.LowerBound.Set(lower.X - _radius, lower.Y - _radius);
            aabb.UpperBound.Set(upper.X + _radius, upper.Y + _radius);
        }
Esempio n. 32
0
 /// <summary>
 /// Does this aabb contain the provided AABB
 /// </summary>
 public bool Contains(AABB aabb)
 {
     bool result = true;
     result = result && LowerBound.X <= aabb.LowerBound.X;
     result = result && LowerBound.Y <= aabb.LowerBound.Y;
     result = result && aabb.UpperBound.X <= UpperBound.X;
     result = result && aabb.UpperBound.Y <= UpperBound.Y;
     return result;
 }
Esempio n. 33
0
 /// Combine two AABBs into this one.
 public void Combine(AABB aabb1, AABB aabb2)
 {
     LowerBound = Vector2.Min(aabb1.LowerBound, aabb2.LowerBound);
     UpperBound = Vector2.Max(aabb1.UpperBound, aabb2.UpperBound);
 }
Esempio n. 34
0
        /// <summary>
        /// Mouse interaction event.
        /// </summary>
		public void MouseDown(Vec2 p)
		{
			if (_mouseJoint != null)
			{
				return;
			}

			// Make a small box.
			AABB aabb = new AABB();
			Vec2 d = new Vec2();
			d.Set(0.001f, 0.001f);
			aabb.LowerBound = p - d;
			aabb.UpperBound = p + d;

			// Query the world for overlapping shapes.
			int k_maxCount = 10;
			Shape[] shapes = new Shape[k_maxCount];
			int count = _world.Query(aabb, shapes, k_maxCount);
			Body body = null;
			for (int i = 0; i < count; ++i)
			{
				Body shapeBody = shapes[i].GetBody();
				if (shapeBody.IsStatic() == false && shapeBody.GetMass() > 0.0f)
				{
					bool inside = shapes[i].TestPoint(shapeBody.GetXForm(), p);
					if (inside)
					{
						body = shapes[i].GetBody();
						break;
					}
				}
			}

			if (body != null)
			{
				MouseJointDef md = new MouseJointDef();
				md.Body1 = _world.GetGroundBody();
				md.Body2 = body;
				md.Target = p;
                md.MaxForce = 1000.0f * body.GetMass();
                md.FrequencyHz = 30f;
				_mouseJoint = (MouseJoint)_world.CreateJoint(md);
				body.WakeUp();
			}
		}
Esempio n. 35
0
        /// <summary>
        /// Called to setup the arena boundaries and bind to all of the physics stuff.
        /// </summary>
        public virtual void Bind()
        {
            float width = dimensions.X, height = dimensions.Y;

            worldAABB = new AABB();
            worldAABB.LowerBound.Set(-width / 2 - edgeTolerance, -edgeTolerance);
            worldAABB.UpperBound.Set(width / 2 + edgeTolerance, height + edgeTolerance);

            Vec2 gravity = new Vec2(this.gravity.X, this.gravity.Y);
            bool doSleep = true;
            world = new World(worldAABB, gravity, doSleep);
            world.SetContactFilter(new ContactFilter());

            BodyDef groundBodyDef = new BodyDef();
            groundBodyDef.Position.Set(0.0f, 0.0f);

            Body groundBody = world.CreateBody(groundBodyDef);

            // Bottom
            AddBoundaryBlock(groundBody, 0, -(boundaryThickness / 2), width + boundaryThickness * 2, boundaryThickness);
            // Top
            AddBoundaryBlock(groundBody, 0, height + boundaryThickness / 2, width + boundaryThickness * 2, boundaryThickness);
            // Left
            AddBoundaryBlock(groundBody, -(width / 2) - boundaryThickness / 2, height / 2, boundaryThickness, height + boundaryThickness * 2);
            // Right
            AddBoundaryBlock(groundBody, +(width / 2) + boundaryThickness / 2, height / 2, boundaryThickness, height + boundaryThickness * 2);

            DebugDraw draw = new OpenTKDebugDraw();
            draw.Flags = DebugDraw.DrawFlags.Shape;
            if (Program.DebugDraw)
            {
                world.SetDebugDraw(draw);
            }

            world.SetContactListener(this);

            // Old code for reference

            /*
             *

             * _worldAABB = new AABB();
            _worldAABB.LowerBound.Set(-30.0f, -20.0f);
            _worldAABB.UpperBound.Set(30.0f, 40.0f);
            Vec2 gravity = new Vec2();
            gravity.Set(0.0f, -10.0f);
            bool doSleep = true;
            _world = new World(_worldAABB, gravity, doSleep);
            _world.SetContactFilter(new ContactFilter());

            BodyDef groundBodyDef = new BodyDef();
            groundBodyDef.Position.Set(0.0f, 0.0f);

            Body groundBody = _world.CreateBody(groundBodyDef);

            AddBlock(groundBody, 0, -5, 40, 10);
            AddBlock(groundBody, -20, 20, 1, 40);
            AddBlock(groundBody, 20, 20, 1, 40);
            AddBlock(groundBody, 0, 30, 40, 10);

            DebugDraw draw = new OpenTKDebugDraw();
            draw.Flags = DebugDraw.DrawFlags.Shape;
            if (Program.DebugDraw) {
                _world.SetDebugDraw(draw);
            }

            _world.SetContactListener(this);
             */
        }
Esempio n. 36
0
		public override void ComputeSweptAABB(out AABB aabb, XForm transform1, XForm transform2)
		{
			AABB aabb1, aabb2;
			ComputeAABB(out aabb1, transform1);
			ComputeAABB(out aabb2, transform2);
			aabb.LowerBound = Common.Math.Min(aabb1.LowerBound, aabb2.LowerBound);
			aabb.UpperBound = Common.Math.Max(aabb1.UpperBound, aabb2.UpperBound);
		}
Esempio n. 37
0
        private void ComputeBounds(out ushort[] lowerValues, out ushort[] upperValues, AABB aabb)
        {
            lowerValues = new ushort[2];
            upperValues = new ushort[2];

            Box2DXDebug.Assert(aabb.UpperBound.X >= aabb.LowerBound.X);
            Box2DXDebug.Assert(aabb.UpperBound.Y >= aabb.LowerBound.Y);

            Vec2 minVertex = Common.Math.Clamp(aabb.LowerBound, _worldAABB.LowerBound, _worldAABB.UpperBound);
            Vec2 maxVertex = Common.Math.Clamp(aabb.UpperBound, _worldAABB.LowerBound, _worldAABB.UpperBound);

            // Bump lower bounds downs and upper bounds up. This ensures correct sorting of
            // lower/upper bounds that would have equal values.
            // TODO_ERIN implement fast float to uint16 conversion.
            lowerValues[0] = (ushort)((ushort)(_quantizationFactor.X * (minVertex.X - _worldAABB.LowerBound.X)) & (BROADPHASE_MAX - 1));
            upperValues[0] = (ushort)((ushort)(_quantizationFactor.X * (maxVertex.X - _worldAABB.LowerBound.X)) | 1);

            lowerValues[1] = (ushort)((ushort)(_quantizationFactor.Y * (minVertex.Y - _worldAABB.LowerBound.Y)) & (BROADPHASE_MAX - 1));
            upperValues[1] = (ushort)((ushort)(_quantizationFactor.Y * (maxVertex.Y - _worldAABB.LowerBound.Y)) | 1);
        }