internal void Update(GameObject otherGO, Physics2D.Contact c) { if (this.gameObject == null) { this.gameObject = otherGO; this.collider = this.gameObject.GetComponent <FPCollider2D>(); this.rigidbody = this.gameObject.GetComponent <FPRigidBody2D>(); this.transform = this.collider.FPTransform; } if (c != null) { if (contacts[0] == null) { contacts[0] = new FPContactPoint2D(); } FPVector2 normal; Physics2D.FixedArray2 <FPVector2> points; c.GetWorldManifold(out normal, out points); contacts[0].normal = normal; contacts[0].point = points[0]; this.relativeVelocity = c.CalculateRelativeVelocity(); } }
public void AddBody(ICollider iCollider) { if (!(iCollider is FPCollider2D)) { Debug.LogError("You have a 3D object but your Physics 3D is disabled."); return; } FPCollider2D FPCollider = (FPCollider2D)iCollider; if (FPCollider._body != null) { //already added return; } FPCollider.Initialize(world); gameObjectMap[FPCollider._body] = FPCollider.gameObject; if (FPCollider.gameObject.transform.parent != null && FPCollider.gameObject.transform.parent.GetComponentInParent <FPCollider2D>() != null) { FPCollider2D parentCollider = FPCollider.gameObject.transform.parent.GetComponentInParent <FPCollider2D>(); Physics2D.Body childBody = FPCollider._body; childBody.bodyConstraints.Add(new ConstraintHierarchy2D(((Physics2D.Body)parentCollider.Body), FPCollider._body, (FPCollider.GetComponent <FPTransform2D>().position + FPCollider.ScaledCenter) - (parentCollider.GetComponent <FPTransform2D>().position + parentCollider.ScaledCenter))); } world.ProcessAddedBodies(); }
/** * @brief Initializes internal properties based on whether there is a {@link FPCollider2D} attached. **/ public void Initialize() { if (initialized) { return; } FPCollider = GetComponent <FPCollider2D>(); if (transform.parent != null) { tsParent = transform.parent.GetComponent <FPTransform2D>(); } if (!_serialized) { UpdateEditMode(); } if (FPCollider != null) { if (FPCollider.IsBodyInitialized) { FPCollider.Body.FPPosition = _position + scaledCenter; FPCollider.Body.FPOrientation = _rotation * FP.Deg2Rad; } } else { // StateTracker.AddTracking(this); } initialized = true; }
private static object OverlapGeneric(Physics2D.Shape shape, FPVector2 position, Physics2D.BodySpecialSensor sensorType, int layerMask) { Physics2D.World world = (Physics2D.World)Physics2DWorldManager.instance.GetWorld(); Physics2D.Body body = Physics2D.BodyFactory.CreateBody(world); body.CreateFixture(shape); body.BodyType = Physics2D.BodyType.Static; body.IsSensor = true; body.CollidesWith = Physics2D.Category.All; body.SpecialSensor = sensorType; body.SpecialSensorMask = layerMask; body.Position = position; world.RemoveBody(body); world.ProcessRemovedBodies(); if (body._specialSensorResults.Count > 0) { if (sensorType == Physics2D.BodySpecialSensor.ActiveOnce) { return(Physics2DWorldManager.instance.GetGameObject(body._specialSensorResults[0]).GetComponent <FPCollider2D>()); } else { FPCollider2D[] result = new FPCollider2D[body._specialSensorResults.Count]; for (int i = 0; i < body._specialSensorResults.Count; i++) { result[i] = Physics2DWorldManager.instance.GetGameObject(body._specialSensorResults[i]).GetComponent <FPCollider2D>(); } return(result); } } return(null); }