Esempio n. 1
0
        internal static void MoveCollider(Collider coll)
        {
            Body      body     = coll.connectedBody;
            BodyType  bodyType = body.BodyType;
            Transform t        = coll.transform;

            if ((bodyType == BodyType.Kinematic) || (ApplicationSettings.Physics_MoveStaticColliders && bodyType == BodyType.Static))
            {
                if (((t.changes & TransformChanges.Position) == TransformChanges.Position) || ((t.changes & TransformChanges.Rotation) == TransformChanges.Rotation))
                {
                    float rad = MathHelper.ToRadians(VectorConverter.Angle(t.eulerAngles, coll.to2dMode));
                    Microsoft.Xna.Framework.Vector2 pos = VectorConverter.Convert(t.position, coll.to2dMode);
#if DEBUG
                    Debug.LogIf(DebugSettings.LogColliderChanges, String.Format("Move {0} to {1} and rotate to {2}", coll, pos, rad));
#endif
                    body.SetTransformIgnoreContacts(ref pos, rad);
                }
                if ((t.changes & TransformChanges.Scale) == TransformChanges.Scale)
                {
#if DEBUG
                    Debug.LogIf(DebugSettings.LogColliderChanges, String.Format("Resize collider {0}", coll));
#endif
                    coll.ResizeConnectedBody();
                }
            }
        }
Esempio n. 2
0
            public ColliderContact(Contact contact)
            {
                this.colliderA   = contact.FixtureA.Body.UserData;
                this.colliderB   = contact.FixtureB.Body.UserData;
                involvesATrigger = colliderA.isTrigger || colliderB.isTrigger;

                // Creates collisions
                Microsoft.Xna.Framework.Vector2 normal;
                FarseerPhysics.Common.FixedArray2 <Microsoft.Xna.Framework.Vector2> points;
                contact.GetWorldManifold(out normal, out points);
                collisionBToA = new Collision()
                {
                    collider         = colliderB,
                    relativeVelocity = ((colliderA.rigidbody != null) ? colliderA.rigidbody.velocity : Vector3.zero) - ((colliderB.rigidbody != null) ? colliderB.rigidbody.velocity : Vector3.zero),
                    contacts         = new ContactPoint[contact.Manifold.PointCount]
                };
                collisionAToB = new Collision()
                {
                    collider         = colliderA,
                    relativeVelocity = ((colliderB.rigidbody != null) ? colliderB.rigidbody.velocity : Vector3.zero) - ((colliderA.rigidbody != null) ? colliderA.rigidbody.velocity : Vector3.zero),
                    contacts         = new ContactPoint[contact.Manifold.PointCount]
                };
                for (int j = 0; j < collisionBToA.contacts.Length; j++)
                {
                    collisionBToA.contacts[j].thisCollider  = colliderB;
                    collisionBToA.contacts[j].otherCollider = colliderA;
                    collisionBToA.contacts[j].point         = VectorConverter.Convert(points[j], colliderB.to2dMode);
                    collisionBToA.contacts[j].normal        = VectorConverter.Convert(-normal, colliderB.to2dMode);

                    collisionAToB.contacts[j].thisCollider  = colliderA;
                    collisionAToB.contacts[j].otherCollider = colliderB;
                    collisionAToB.contacts[j].point         = VectorConverter.Convert(points[j], colliderA.to2dMode);
                    collisionAToB.contacts[j].normal        = VectorConverter.Convert(normal, colliderA.to2dMode);
                }
            }
Esempio n. 3
0
        internal static bool Raycast(Body body, Ray ray, out RaycastHit hitInfo, float distance)
        {
            RayCastOutput output;
            RayCastInput  input = new RayCastInput()
            {
                Point1 = ray.origin, Point2 = ray.origin + ray.direction, MaxFraction = distance
            };

            hitInfo = new RaycastHit()
            {
                body = body
            };
            for (int i = 0; i < body.FixtureList.Count; i++)
            {
                if (body.FixtureList[i].RayCast(out output, ref input, 0))
                {
                    hitInfo.collider  = body.UserData;
                    hitInfo.transform = body.UserData.transform;
                    hitInfo.normal    = VectorConverter.Convert(output.Normal, body.UserData.to2dMode);
                    hitInfo.distance  = output.Fraction;
                    hitInfo.point     = ray.GetPoint(output.Fraction);
                    return(true);
                }
            }
            return(false);
        }
Esempio n. 4
0
        public static bool Pointcast(Vector2 point, out RaycastHit hitInfo, int layerMask)
        {
#if DEBUG
            Application.raycastTimer.Start();
#endif
            Fixture f = world.TestPointActive(point, layerMask);
            hitInfo = new RaycastHit();
            if (f != null)
            {
                hitInfo.body      = f.Body;
                hitInfo.collider  = f.Body.UserData;
                hitInfo.transform = f.Body.UserData.transform;
                hitInfo.point     = VectorConverter.Convert(point, f.Body.UserData.to2dMode);
            }
#if DEBUG
            Application.raycastTimer.Stop();
#endif
            return(f != null);
        }
Esempio n. 5
0
        internal static float rayCastCallback(Fixture fixture, Microsoft.Xna.Framework.Vector2 point, Microsoft.Xna.Framework.Vector2 normal, float fraction)
        {
            float     dist = _distance * fraction;
            Component uo   = fixture.Body.UserData;
            Collider  coll = uo as Collider;

            if (coll == null && (uo is Rigidbody))
            {
                coll = (uo as Rigidbody).collider;
            }
            if ((coll != null) && (coll.gameObject != null) && (coll.gameObject.active) && (_layerMask & (1 << coll.gameObject.layer)) > 0)
            {
                if (_findClosest)
                {
                    if (dist < _nearest)
                    {
                        _nearest       = dist;
                        _hit.body      = fixture.Body;
                        _hit.point     = VectorConverter.Convert(point, coll.to2dMode);
                        _hit.normal    = VectorConverter.Convert(normal, coll.to2dMode);
                        _hit.distance  = dist;
                        _hit.collider  = coll;
                        _hit.transform = coll.transform;
                        _didHit        = true;
                    }
                    return(fraction);
                }
                else
                {
                    _hits[_hitCount].body      = fixture.Body;
                    _hits[_hitCount].collider  = coll;
                    _hits[_hitCount].distance  = dist;
                    _hits[_hitCount].normal    = VectorConverter.Convert(normal, coll.to2dMode);
                    _hits[_hitCount].point     = VectorConverter.Convert(point, coll.to2dMode);
                    _hits[_hitCount].transform = coll.transform;
                    _hitCount++;
                    return(1);
                }
            }
            return(-1);
        }
Esempio n. 6
0
        internal static Bounds FromAABB(ref AABB aabb, Physics.To2dMode to2dMode, Vector3 size)
        {
            Vector3 center = VectorConverter.Convert(aabb.Center, to2dMode);
            Vector3 sz     = VectorConverter.Convert(aabb.Extents * 2, to2dMode);

            switch (to2dMode)
            {
            case Physics.To2dMode.DropX:
                sz.x = size.x;
                break;

            case Physics.To2dMode.DropY:
                sz.y = size.y;
                break;

            case Physics.To2dMode.DropZ:
                sz.z = size.z;
                break;
            }
            return(new Bounds(center, sz));
        }
Esempio n. 7
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        public static void Update(float elapsedTime)
        {
#if DEBUG
            if (ApplicationSettings.ShowBodyCounter)
            {
                Debug.Display("Body count", world.BodyList.Count);
            }
#endif

            world.Step(elapsedTime);

            for (int i = rigidBodies.Count - 1; i >= 0; i--)
            {
                Body     body = rigidBodies[i];
                Collider comp = (Collider)body.UserData;
                FarseerPhysics.Common.Transform t;
                body.GetTransform(out t);
                comp.transform.SetPositionFromPhysics(VectorConverter.Convert(t.Position, comp.to2dMode), t.Angle, VectorConverter.GetUp(comp.to2dMode));
            }

            contactProcessor.Update();
        }
Esempio n. 8
0
        public static RaycastHit[] PointcastAll(Vector2 point, int layerMask)
        {
#if DEBUG
            Application.raycastTimer.Start();
#endif
            fList.Clear();
            world.TestPointAllActive(point, fList, layerMask);
            RaycastHit[] hits = new RaycastHit[fList.Count];
            for (int i = 0; i < fList.Count; i++)
            {
                Fixture    f       = fList[i];
                RaycastHit hitInfo = new RaycastHit();
                hitInfo.body      = f.Body;
                hitInfo.collider  = f.Body.UserData;
                hitInfo.transform = f.Body.UserData.transform;
                hitInfo.point     = VectorConverter.Convert(point, f.Body.UserData.to2dMode);
                hits[i]           = hitInfo;
            }
#if DEBUG
            Application.raycastTimer.Stop();
#endif
            return(hits);
        }