public Contact(RigidBody a, RigidBody b, Vector2 con, Vector2 axis, float disp)
 {
     A = a;
     B = b;
     ConPoint = con;
     Disp = disp;
     Axis = axis;
 }
        void Detonate(RigidBody sender, object ignoreParamater)
        {
            this.Kill();
            PolyBody.ChangeWidth(BlastRange);
            PolyBody.ChangeHieght(BlastRange);

            var game = GameEngine.Singleton.GetPlayState();
            foreach (Actor actor in game.ActiveMap.GameObjects)
            {
                if (actor != Launcher &&
                    CollisionEngine.TestCollisionPoly(this.PolyBody, actor.PolyBody))
                    actor.PolyBody.Gravity = WeaponPower*Vector2.UnitY;
            }
        }
        public void OnCollided(RigidBody obj, Vector2 axis, float disp)
        {
            if (Collided != null) Collided(obj, new CollisionEventData(axis, disp));

            if (!obj.IsSleeping && (obj.PureEnergy==2 || obj.PureEnergy==1 || this.GetCurrActivity() > SleepEpsilon || obj.GetCurrActivity() > SleepEpsilon)) //if (!obj.IsSleeping && ((this.GetCurrActivity() > SleepEpsilon) || (disp < -.0001f)) && (this.sleepID != obj.sleepID))
            {
                this.OMGWAKEUP();
            }
            else if (sleeping)
            {
                this.HaltThisIsThePolice();
            }

            switch (this.PureEnergy)
            {
                case 2:
                    _pureEnergy = 1;
                    break;
                case 1:
                    if (obj.PureEnergy == 2) _pureEnergy = 2;
                    else _pureEnergy = 0;
                    break;
                case 0:
                    if (obj.PureEnergy == 1 && !alreadyActivated)
                        _pureEnergy = 1;
                    else if (obj.PureEnergy == 2) _pureEnergy = 1;
                    break;

            }
        }
        void PolyBody_Collided(RigidBody sender, object delta)
        {
            var colD = (CollisionEventData)delta;
            var axis = colD.Axis;

            if ((axis + Vector2.UnitY).LengthSquared() < 0.01f)
            {
                canChangeState = true;
                if (changeToState.Name != "Empty")
                {
                    State = changeToState;
                    FacingDirection = changeToDirection;

                    changeToState = new ActorState("Empty");
                }
            }
        }
 public static bool TestCollisionSpiritBody(RigidBody sp, RigidBody bod, out Vector2 axis, out float disp)
 {
     axis = new Vector2();
     disp = float.MinValue;
     if (sp is Particle && bod is PolyBody)
     {
         return TestCollisionPartiPoly((Particle)sp, (PolyBody)bod, out axis, out disp);
     }
     else
     {
         throw new NotImplementedException();
     }
 }
 public void RemoveRigidBody(RigidBody b)
 {
     b.OnDeleted();
     bodies.Remove(b);
 }
 public void AddRigidBody(RigidBody b)
 {
     AddRigidBody(b, true);
 }
        private void UpdateIter(float dt)
        {
            //var all = new List<RigidBody>();
               // all.AddRange(bodies);
            //all.AddRange(spirits);

            RigidBody[] bTemp = new RigidBody[bodies.Count];
            bodies.CopyTo(bTemp);
            foreach (var b in bTemp)//add forces from force generators
            {
                if (!b.IsFixed) //don't update/check collisions w/ a fixed obj. as base.
                {
                    if (!b.IsSleeping)
                    {
                        //
                        //advance the state
                        //

                        b.FGens.ForEach(x => b.AddForce(x(b))); //step 1: sum forces
                        Vector2 a = b.FNET * b.InvMass;         //step 2: calc acceleration
                        b.Velocity += a * dt;                   //step 3: ???
                        b.Position += b.Velocity * dt;          //step 4: PROFIT!!

                        b.TGens.ForEach(g => b.AddTorque(g(b)));
                        float ang_a = b.TNET * b.GetInverseInertiaMoment();
                        b.AngularVelocity += ang_a * dt;
                        b.Rotation += b.AngularVelocity * dt;

                        b.ResetForces();
                    }

                    b.UpdateActivity(dt);
                    if (b.IsSleepy())
                        b.GoToSleep();

                }

            }

            RigidBody[] sTemp = new RigidBody[spirits.Count];
            spirits.CopyTo(sTemp);
            foreach (var s in sTemp)//add forces from force generators
            {

                //
                //advance the state
                //
                var b = (Particle)s;

                b.FGens.ForEach(x => b.AddForce(x(b))); //step 1: sum forces
                Vector2 a = b.FNET * b.InvMass;         //step 2: calc acceleration
                b.Velocity += a * dt;                   //step 3: ???
                b.Position += b.Velocity * dt;          //step 4: PROFIT!!

                b.TGens.ForEach(g => b.AddTorque(g(b)));
                float ang_a = b.TNET * b.GetInverseInertiaMoment();
                b.AngularVelocity += ang_a * dt;
                b.Rotation += b.AngularVelocity * dt;

                b.ResetForces();

                b.UpdateActivity(dt);
                if (b.IsOld())
                {
                    this.RemoveSpirit(s);
                }

            }

            CollisionEngine.SolveAllBodies(bodies);
            CollisionEngine.SolveAllDoPenitSpirits(spirits, bodies);
            CollisionEngine.ResolvePenetrationAll_Cheap(bodies, 2);
        }
 //axis must be from a->b!
 public static List<Contact> FindSubContactsBody(RigidBody a, RigidBody b, Vector2 axis, float disp)
 {
     if (a is PolyBody && b is PolyBody)
     {
         return FindSubContactsPoly((PolyBody)a, (PolyBody)b, axis, disp);
     }
     else
     {
         throw new NotImplementedException();
     }
 }
        public static List<Vector2> FindPenetratingPoints(RigidBody a, RigidBody b, Vector2 axis)
        {
            if (a is PolyBody && b is PolyBody)
            {
                /*var cons = new List<Vector2>();

                foreach (var v in ((PolyBody)a).GetTransformedVertices())
                {
                    if (TestPointInPoly((PolyBody)b, v))
                        cons.Add(v);
                }
                foreach (var v in ((PolyBody)b).GetTransformedVertices())
                {
                    if (TestPointInPoly((PolyBody)a, v))
                        cons.Add(v);
                }

                return cons;*/

                Vector2[] supA = GetSupports(((PolyBody)b), axis); //get supports. instead of iterating over ALL vertices, only iterate over 4 closest, based on sep axis
                Vector2[] supB = GetSupports(((PolyBody)a), -axis);

                var cons = new List<Vector2>();

                for (int i = 0; i < supA.Length; i++)
                    for (int j = 0; j < supB.Length; j++)
                    {
                        Vector2 vout;
                        if (TestCollisionLine(supA[i], supA[(i + 1) % supA.Length], supB[j], supB[(j + 1) % supB.Length], out vout))
                        {
                            cons.Add(vout);
                        }
                    }

                return cons;

            }
            else
            {
                throw new NotImplementedException();
            }
        }
 public static void ApplyPenData(RigidBody body, ObjPenetrationData penD)
 {
     body.SetMasterPosition(body.Position + penD.dPos);
     body.SetMasterRotation(body.Rotation + penD.dRot);
 }
 public static void ApplyColData(RigidBody body, ObjCollisionData colD)
 {
     body.SetMasterPosition(body.Position + colD.dPos);
     body.Velocity += colD.dVel;
     body.AngularVelocity += colD.dAngVel;
 }
        /// <summary>
        /// generates a contact (and a list of subcontacts) for a pair of rigid bodies
        /// </summary>
        /// <param name="a"></param>
        /// <param name="b"></param>
        /// <param name="con"></param>
        /// <returns></returns>
        private static bool testAndGenCon(RigidBody a, RigidBody b, out ContactP con)
        {
            Vector2 axis;
            float disp;
            con = new ContactP();

            if (!(a.IsFixed && b.IsFixed) && TestCollisionBody(a, b, out axis, out disp))
            {
                var pcons = FindPenetratingPoints(a, b, axis);
                con = new ContactP(a, b, axis, disp);
                con.ConPoints = pcons;
                return true;
            }
            return false;
        }
        //axis points a->b
        private static void resolveSingleCon(RigidBody a, RigidBody b, Vector2 con, Vector2 axis, float disp)
        {
            /*float thresh = -.001f;
            if (disp > thresh)
            {
                return;
            }
            else
            {
                disp -= thresh;
            }*/

            var Ia = a.GetInertiaMoment();
            var Ib = b.GetInertiaMoment();
            var Ia_inv = a.GetInverseInertiaMoment();
            var Ib_inv = b.GetInverseInertiaMoment();

            var n = -axis; //points from B->A!!
            var n3 = n.ToVector3();

            var relPosA = (con - a.Position).ToVector3();
            var relPosB = (con - b.Position).ToVector3();

            Vector3 velA, velB, tvelA, tvelB;
            tvelA = Vector3.Cross(a.AngularVelocity * Vector3.UnitZ, relPosA); // tangentVel = (contactpt - centroid)x(angVel) // remember angVel is really on the Z axis.
            tvelB = Vector3.Cross(b.AngularVelocity * Vector3.UnitZ, relPosB); //also, remember position is the position of the axis of rotation (centroid, or fixed point). which works our well.

            velA = a.Velocity.ToVector3() + tvelA; //velocity of contact point = (vel of object) + (tangential vel of pt due to ang_vel)
            velB = b.Velocity.ToVector3() + tvelB;

            var torquePerImpulseA = Vector3.Cross(relPosA, n3);
            var torquePerImpulseB = Vector3.Cross(relPosB, n3);

            var rotPerImpA = torquePerImpulseA * Ia_inv;
            var rotPerImpB = torquePerImpulseB * Ib_inv;

            var velPerImpA = Vector3.Cross(rotPerImpA, relPosA); //angularInertiaWorld (pg326)
            var velPerImpB = Vector3.Cross(rotPerImpB, relPosB);

            Matrix localToWorld = CreateOrthonormalBasis(n, n.Perpen());
            Matrix worldToLocal = Matrix.Transpose(localToWorld);

            var angularInertiaA = velPerImpA.TransformToLocal(worldToLocal).X; //"deltaVelocity"
            var angularInertiaB = velPerImpB.TransformToLocal(worldToLocal).X;

            var linearInertiaA = Ia_inv;
            var linearInertiaB = Ib_inv;

            var totalInertia = angularInertiaA + angularInertiaB + linearInertiaA + linearInertiaB;
            var invI = 1 / totalInertia;

            var linearMoveA =  disp * linearInertiaA * invI;
            var linearMoveB = -disp * linearInertiaB * invI;

            var angMoveA =  disp * angularInertiaA * invI;
            var angMoveB = -disp * angularInertiaB * invI;

            var impulsiveTorqueA = Vector3.Cross(relPosA, n3);
            var impulsiveTorqueB = Vector3.Cross(relPosB, n3);

            var impPerMoveA = impulsiveTorqueA * Ia_inv;
            var impPerMoveB = impulsiveTorqueB * Ib_inv;

            a.Position += linearMoveA * axis;
            b.Position += linearMoveB * axis;

            a.Rotation += -impPerMoveA.Z * angMoveA * Ia_inv;
            b.Rotation += -impPerMoveB.Z * angMoveB * Ib_inv;
        }
Esempio n. 15
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 void Collided(RigidBody sender, object ignoreParamater)
 {
     var game = GameEngine.Singleton.GetPlayState();
     if (game.ActiveMap.MainPlayer.PolyBody == sender)
     {
         this.actUpon();
         if (CollidedWith != null)
             CollidedWith(this, (PolyBody)sender);
     }
 }
Esempio n. 16
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        private void addDefaults(RigidBody b)
        {
            FieldInfo[] fis = typeof(DefaultGenerators).GetFields();
            foreach (var fi in fis)
            {
                if (fi.FieldType == typeof(ForceGenerator))
                {
                    b.FGens.Add((ForceGenerator)fi.GetValue(null));
                }
                else if (fi.FieldType == typeof(TorqueGenerator))
                {
                    b.TGens.Add((TorqueGenerator)fi.GetValue(null));
                }

            }
        }
        public static void ResolvePenetration_Cheap(RigidBody a, RigidBody b, Vector2 axis, float disp)
        {
            ObjPenetrationData pA = new ObjPenetrationData();
            ObjPenetrationData pB = new ObjPenetrationData();

            var totInvMass = a.InvMass + b.InvMass;
            pA.dPos = +disp * axis * a.InvMass / totInvMass;
            pB.dPos = -disp * axis * b.InvMass / totInvMass;

            pA.dRot = 0f;
            pB.dRot = 0f;

            a.PenData.Add(pA);
            b.PenData.Add(pB);
        }
Esempio n. 18
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 public void AddRigidBody(RigidBody b, bool addDefaultGenerators)
 {
     bodies.Add(b);
     if (addDefaultGenerators) addDefaults(b);
 }
        public static bool TestCollisionBody(RigidBody a, RigidBody b, out Vector2 axis, out float disp)
        {
            axis = new Vector2();
            disp = float.MinValue;

            if (a is PolyBody && b is PolyBody)
            {
                return TestCollisionPoly((PolyBody)a, (PolyBody)b, out axis, out disp);
            }
            else
            {
                throw new NotImplementedException();
            }
        }
Esempio n. 20
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 public void AddSpirit(RigidBody b)
 {
     spirits.Add(b);
     addDefaults(b);
 }
 public ContactP(RigidBody a, RigidBody b, Vector2 axis, float disp)
 {
     A = a;
     B = b;
     ConPoints = new List<Vector2>();
     Disp = disp;
     Axis = axis;
 }
Esempio n. 22
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 public void RemoveSpirit(RigidBody s)
 {
     s.OnDeleted();
     spirits.Remove(s);
 }
 void p_Deleted(RigidBody sender, object delta)
 {
     this.Kill();
 }