コード例 #1
0
        /// <summary>
        /// For teleporting a body without considering new contacts immediately.
        /// Warning: This method is locked during callbacks.
        /// </summary>
        /// <param name="position">The position.</param>
        /// <param name="angle">The angle.</param>
        /// <exception cref="System.InvalidOperationException">Thrown when the world is Locked/Stepping.</exception>
        public void SetTransformIgnoreContacts(ref Vector2 position, float angle)
        {
            Debug.Assert(World != null);
            if (World == null)
            {
                throw new InvalidOperationException("Could not set the transform of a body (World was null - has the body been removed?)");
            }
            if (World.IsLocked)
            {
                throw new WorldLockedException("Cannot modify the transform of a body when the World is locked.");
            }

            _xf.q.Phase = angle;
            _xf.p       = position;

            _sweep.C = Transform.Multiply(ref _sweep.LocalCenter, ref _xf);
            _sweep.A = angle;

            _sweep.C0 = _sweep.C;
            _sweep.A0 = angle;

            IBroadPhase broadPhase = World.ContactManager.BroadPhase;

            for (int i = 0; i < FixtureList.Count; i++)
            {
                FixtureList[i].Synchronize(broadPhase, ref _xf, ref _xf);
            }
        }
コード例 #2
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        private void RegisterFixture()
        {
            // Reserve proxy space
            this.Proxies    = new FixtureProxy[this.Shape.ChildCount];
            this.ProxyCount = 0;

            this.FixtureId = _fixtureIdCounter++;

            if ((this.Body.Flags & BodyFlags.Enabled) == BodyFlags.Enabled)
            {
                IBroadPhase broadPhase = this.Body.World.ContactManager.BroadPhase;
                CreateProxies(broadPhase, ref this.Body.Xf);
            }

            this.Body.FixtureList.Add(this);

            // Adjust mass properties if needed.
            if (this.Shape._density > 0.0f)
            {
                this.Body.ResetMassData();
            }

            // Let the world know we have a new fixture. This will cause new contacts
            // to be created at the beginning of the next time step.
            this.Body.World.Flags |= WorldFlags.NewFixture;

            if (this.Body.World.FixtureAdded != null)
            {
                this.Body.World.FixtureAdded(this);
            }
        }
コード例 #3
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        public VoltWorld(
            int historyLength = 0,
            FP?damping        = null)
        {
            this.HistoryLength = historyLength;
            this.Damping       = damping ?? VoltConfig.DEFAULT_DAMPING;

            this.IterationCount = VoltConfig.DEFAULT_ITERATION_COUNT;
            this.DeltaTime      = VoltConfig.DEFAULT_DELTA_TIME;

            this.bodies    = new CheapList <VoltBody>();
            this.manifolds = new List <Manifold>();

            this.dynamicBroadphase = new NaiveBroadphase();
            this.staticBroadphase  = new TreeBroadphase();

            this.reusableBuffer = new VoltBuffer <VoltBody>();
            this.reusableOutput = new VoltBuffer <VoltBody>();

            this.bodyPool    = new VoltPool <VoltBody>();
            this.circlePool  = new VoltPool <VoltShape, VoltCircle>();
            this.polygonPool = new VoltPool <VoltShape, VoltPolygon>();

            this.contactPool  = new VoltPool <Contact>();
            this.manifoldPool = new VoltPool <Manifold>();
            this.historyPool  = new VoltPool <HistoryBuffer>();
        }
コード例 #4
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ファイル: Fixture.cs プロジェクト: zwiglm/NeoAxisEngine
 /// <summary>
 /// Touch each proxy so that new pairs may be created
 /// </summary>
 /// <param name="broadPhase"></param>
 internal void TouchProxies(IBroadPhase broadPhase)
 {
     for (int i = 0; i < ProxyCount; ++i)
     {
         broadPhase.TouchProxy(Proxies[i].ProxyId);
     }
 }
コード例 #5
0
ファイル: VoltWorld.cs プロジェクト: slawo/VolatilePhysics
        public VoltWorld(
      int historyLength = 0,
      float damping = VoltConfig.DEFAULT_DAMPING)
        {
            this.HistoryLength = historyLength;
              this.Damping = damping;

              this.IterationCount = VoltConfig.DEFAULT_ITERATION_COUNT;
              this.DeltaTime = VoltConfig.DEFAULT_DELTA_TIME;

              this.bodies = new CheapList<VoltBody>();
              this.manifolds = new List<Manifold>();

              this.dynamicBroadphase = new NaiveBroadphase();
              this.staticBroadphase = new TreeBroadphase();

              this.reusableBuffer = new VoltBuffer<VoltBody>();
              this.reusableOutput = new VoltBuffer<VoltBody>();

              this.bodyPool = new VoltPool<VoltBody>();
              this.circlePool = new VoltPool<VoltShape, VoltCircle>();
              this.polygonPool = new VoltPool<VoltShape, VoltPolygon>();

              this.contactPool = new VoltPool<Contact>();
              this.manifoldPool = new VoltPool<Manifold>();
              this.historyPool = new VoltPool<HistoryBuffer>();
        }
コード例 #6
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        private void RegisterFixture()
        {
            // Reserve proxy space
            Proxies    = new FixtureProxy[Shape.ChildCount];
            ProxyCount = 0;

            if (Body.Enabled)
            {
                IBroadPhase broadPhase = Body._world.ContactManager.BroadPhase;
                CreateProxies(broadPhase, ref Body._xf);
            }

            Body.FixtureList.Add(this);

            // Adjust mass properties if needed.
            if (Shape._density > 0.0f)
            {
                Body.ResetMassData();
            }

            // Let the world know we have a new fixture. This will cause new contacts
            // to be created at the beginning of the next time step.
            Body._world._worldHasNewFixture = true;

            if (Body._world.FixtureAdded != null)
            {
                Body._world.FixtureAdded(this);
            }
        }
コード例 #7
0
ファイル: Fixture.cs プロジェクト: yuruyigit/TrueSync
        private void RegisterFixture()
        {
            this.Proxies    = new FixtureProxy[this.Shape.ChildCount];
            this.ProxyCount = 0;
            bool enabled = this.Body.Enabled;

            if (enabled)
            {
                IBroadPhase broadPhase = this.Body._world.ContactManager.BroadPhase;
                this.CreateProxies(broadPhase, ref this.Body._xf);
            }
            this.Body.FixtureList.Add(this);
            bool flag = this.Shape._density > 0f;

            if (flag)
            {
                this.Body.ResetMassData();
            }
            this.Body._world._worldHasNewFixture = true;
            bool flag2 = this.Body._world.FixtureAdded != null;

            if (flag2)
            {
                this.Body._world.FixtureAdded(this);
            }
        }
コード例 #8
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ファイル: Fixture.cs プロジェクト: yuruyigit/TrueSync
        private void Refilter()
        {
            for (ContactEdge contactEdge = this.Body.ContactList; contactEdge != null; contactEdge = contactEdge.Next)
            {
                Contact contact  = contactEdge.Contact;
                Fixture fixtureA = contact.FixtureA;
                Fixture fixtureB = contact.FixtureB;
                bool    flag     = fixtureA == this || fixtureB == this;
                if (flag)
                {
                    contact.FilterFlag = true;
                }
            }
            World world = this.Body._world;
            bool  flag2 = world == null;

            if (!flag2)
            {
                IBroadPhase broadPhase = world.ContactManager.BroadPhase;
                for (int i = 0; i < this.ProxyCount; i++)
                {
                    broadPhase.TouchProxy(this.Proxies[i].ProxyId);
                }
            }
        }
コード例 #9
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        void registerFixture()
        {
            // Reserve proxy space
            proxies    = new FixtureProxy[shape.childCount];
            proxyCount = 0;

            if (body.enabled)
            {
                IBroadPhase broadPhase = body._world.contactManager.broadPhase;
                createProxies(broadPhase, ref body._xf);
            }

            body.fixtureList.Add(this);

            // Adjust mass properties if needed.
            if (shape._density > 0.0f)
            {
                body.resetMassData();
            }

            // Let the world know we have a new fixture. This will cause new contacts
            // to be created at the beginning of the next time step.
            body._world._worldHasNewFixture = true;

            //FPE: Added event
            if (body._world.onFixtureAdded != null)
            {
                body._world.onFixtureAdded(this);
            }
        }
コード例 #10
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        public void DestroyFixture(Fixture fixture)
        {
            Debug.Assert(fixture.Body == this);
            Debug.Assert(this.FixtureList.Count > 0);
            Debug.Assert(this.FixtureList.Contains(fixture));
            ContactEdge contactEdge = this.ContactList;

            while (contactEdge != null)
            {
                Contact contact = contactEdge.Contact;
                contactEdge = contactEdge.Next;
                Fixture fixtureA = contact.FixtureA;
                Fixture fixtureB = contact.FixtureB;
                bool    flag     = fixture == fixtureA || fixture == fixtureB;
                if (flag)
                {
                    this._world.ContactManager.Destroy(contact);
                }
            }
            bool enabled = this._enabled;

            if (enabled)
            {
                IBroadPhase broadPhase = this._world.ContactManager.BroadPhase;
                fixture.DestroyProxies(broadPhase);
            }
            this.FixtureList.Remove(fixture);
            fixture.Destroy();
            fixture.Body = null;
            this.ResetMassData();
        }
コード例 #11
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        /// <summary>
        /// Contacts are persistant and will keep being persistant unless they are
        /// flagged for filtering.
        /// This methods flags all contacts associated with the body for filtering.
        /// </summary>
        private void Refilter()
        {
            // Flag associated contacts for filtering.
            ContactEdge edge = Body.ContactList;

            while (edge != null)
            {
                Contact contact  = edge.Contact;
                Fixture fixtureA = contact.FixtureA;
                Fixture fixtureB = contact.FixtureB;
                if (fixtureA == this || fixtureB == this)
                {
                    contact.FilterFlag = true;
                }

                edge = edge.Next;
            }

            World world = Body._world;

            if (world == null)
            {
                return;
            }

            // Touch each proxy so that new pairs may be created
            IBroadPhase broadPhase = world.ContactManager.BroadPhase;

            for (int i = 0; i < ProxyCount; ++i)
            {
                broadPhase.TouchProxy(Proxies[i].ProxyId);
            }
        }
コード例 #12
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ファイル: b2Fixture.cs プロジェクト: kingBook/as3_framework
        /**
         * This supports body activation/deactivation.
         */
        public void CreateProxy(IBroadPhase broadPhase, b2Transform xf)
        {
            //b2Assert(m_proxyId == b2BroadPhase::e_nullProxy);

            // Create proxy in the broad-phase.
            m_shape.ComputeAABB(m_aabb, xf);
            m_proxy = broadPhase.CreateProxy(m_aabb, this);
        }
コード例 #13
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        internal ContactManager(IBroadPhase broadPhase)
        {
            ContactList  = new ContactListHead();
            ContactCount = 0;

            BroadPhase            = broadPhase;
            OnBroadphaseCollision = AddPair;
        }
コード例 #14
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ファイル: Body.cs プロジェクト: SjaakAlvarez/Aether.Physics2D
        /// <summary>
        /// Destroy a fixture. This removes the fixture from the broad-phase and
        /// destroys all contacts associated with this fixture. This will
        /// automatically adjust the mass of the body if the body is dynamic and the
        /// fixture has positive density.
        /// All fixtures attached to a body are implicitly destroyed when the body is destroyed.
        /// Warning: This method is locked during callbacks.
        /// </summary>
        /// <param name="fixture">The fixture to be removed.</param>
        /// <exception cref="System.InvalidOperationException">Thrown when the world is Locked/Stepping.</exception>
        public virtual void Remove(Fixture fixture)
        {
            if (World != null && World.IsLocked)
            {
                throw new InvalidOperationException("The World is locked.");
            }
            if (fixture == null)
            {
                throw new ArgumentNullException("fixture");
            }
            if (fixture.Body != this)
            {
                throw new ArgumentException("You are removing a fixture that does not belong to this Body.", "fixture");
            }

            // Destroy any contacts associated with the fixture.
            ContactEdge edge = ContactList;

            while (edge != null)
            {
                Contact c = edge.Contact;
                edge = edge.Next;

                Fixture fixtureA = c.FixtureA;
                Fixture fixtureB = c.FixtureB;

                if (fixture == fixtureA || fixture == fixtureB)
                {
                    // This destroys the contact and removes it from
                    // this body's contact list.
                    World.ContactManager.Destroy(c);
                }
            }

            if (Enabled)
            {
                IBroadPhase broadPhase = World.ContactManager.BroadPhase;
                fixture.DestroyProxies(broadPhase);
            }

            fixture.Body = null;
            FixtureList._list.Remove(fixture);
            FixtureList._generationStamp++;
#if DEBUG
            if (fixture.Shape.ShapeType == ShapeType.Polygon)
            {
                ((PolygonShape)fixture.Shape).Vertices.AttachedToBody = false;
            }
#endif

            var fixtureRemovedHandler = World.FixtureRemoved;
            if (fixtureRemovedHandler != null)
            {
                fixtureRemovedHandler(World, this, fixture);
            }

            ResetMassData();
        }
コード例 #15
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ファイル: Body.cs プロジェクト: SjaakAlvarez/Aether.Physics2D
        ///<summary>
        /// Warning: This method is locked during callbacks.
        /// </summary>>
        /// <exception cref="System.InvalidOperationException">Thrown when the world is Locked/Stepping.</exception>
        public void Add(Fixture fixture)
        {
            if (World != null && World.IsLocked)
            {
                throw new InvalidOperationException("The World is locked.");
            }
            if (fixture == null)
            {
                throw new ArgumentNullException("fixture");
            }
            if (fixture.Body != null)
            {
                if (fixture.Body == this)
                {
                    throw new ArgumentException("You are adding the same fixture more than once.", "fixture");
                }
                else
                {
                    throw new ArgumentException("fixture belongs to another body.", "fixture");
                }
            }

            fixture.Body = this;
            FixtureList._list.Add(fixture);
            FixtureList._generationStamp++;
#if DEBUG
            if (fixture.Shape.ShapeType == ShapeType.Polygon)
            {
                ((PolygonShape)fixture.Shape).Vertices.AttachedToBody = true;
            }
#endif

            // Adjust mass properties if needed.
            if (fixture.Shape._density > 0.0f)
            {
                ResetMassData();
            }

            if (World != null)
            {
                if (Enabled)
                {
                    IBroadPhase broadPhase = World.ContactManager.BroadPhase;
                    fixture.CreateProxies(broadPhase, ref _xf);
                }

                // Let the world know we have a new fixture. This will cause new contacts
                // to be created at the beginning of the next time step.
                World._worldHasNewFixture = true;

                var fixtureAddedHandler = World.FixtureAdded;
                if (fixtureAddedHandler != null)
                {
                    fixtureAddedHandler(World, this, fixture);
                }
            }
        }
コード例 #16
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ファイル: Fixture.cs プロジェクト: yuruyigit/TrueSync
 internal void DestroyProxies(IBroadPhase broadPhase)
 {
     for (int i = 0; i < this.ProxyCount; i++)
     {
         broadPhase.RemoveProxy(this.Proxies[i].ProxyId);
         this.Proxies[i].ProxyId = -1;
     }
     this.ProxyCount = 0;
 }
コード例 #17
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ファイル: Body.cs プロジェクト: geirsagberg/Aether.Physics2D
        /// <summary>
        /// Create all proxies.
        /// </summary>
        internal void CreateProxies()
        {
            IBroadPhase broadPhase = World.ContactManager.BroadPhase;

            for (int i = 0; i < FixtureList.Count; i++)
            {
                FixtureList[i].CreateProxies(broadPhase, ref _xf);
            }
        }
コード例 #18
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 /// Destroy proxies in the broad-phase.
 internal void DestroyProxies(IBroadPhase broadPhase)
 {
     for (int i = 0; i < ProxyCount; ++i)
     {
         broadPhase.RemoveProxy(Proxies[i].ProxyId);
         Proxies[i].ProxyId = -1;
     }
     ProxyCount = 0;
 }
コード例 #19
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ファイル: Body.cs プロジェクト: geirsagberg/Aether.Physics2D
        /// <summary>
        /// Destroy all proxies.
        /// </summary>
        internal void DestroyProxies()
        {
            IBroadPhase broadPhase = World.ContactManager.BroadPhase;

            for (int i = 0; i < FixtureList.Count; i++)
            {
                FixtureList[i].DestroyProxies(broadPhase);
            }
        }
コード例 #20
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        internal ContactManager(IBroadPhase <BodyProxy> broadPhase)
        {
            ContactList      = new ContactListHead();
            ContactCount     = 0;
            _contactPoolList = new ContactListHead();

            BroadPhase              = broadPhase;
            OnBroadphaseCollision   = AddPairBroadPhase;
            OnFixturePhaseCollision = AddPairFixturePhase;
        }
コード例 #21
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ファイル: Fixture.cs プロジェクト: pyneer/case
        internal void DestroyProxies(IBroadPhase broadPhase)
        {
            // Destroy proxies in the broad-phase.
            for (int i = 0; i < this.ProxyCount; ++i)
            {
                broadPhase.RemoveProxy(this.Proxies[i].ProxyId);
                this.Proxies[i].ProxyId = -1;
            }

            this.ProxyCount = 0;
        }
コード例 #22
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        internal void destroyProxies(IBroadPhase broadPhase)
        {
            // Destroy proxies in the broad-phase.
            for (int i = 0; i < proxyCount; ++i)
            {
                broadPhase.removeProxy(proxies[i].proxyId);
                proxies[i].proxyId = -1;
            }

            proxyCount = 0;
        }
コード例 #23
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        public ConservativeAdvancement()
        {
            var parameters          = new CollisionEngineParameters();
            var physicsEngineParams = new PhysicsEngineParameters();

            parameters.SetManifoldPoints(0);

            collisionDetectionEngine = new NarrowPhase(parameters);
            broadPhaseEngine         = new AABBBroadPhase(parameters);
            integratePosition        = new IntegratePosition(physicsEngineParams);
        }
コード例 #24
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ファイル: b2Fixture.cs プロジェクト: kingBook/as3_framework
        /**
         * This supports body activation/deactivation.
         */
        public void DestroyProxy(IBroadPhase broadPhase)
        {
            if (m_proxy == null)
            {
                return;
            }

            // Destroy proxy in the broad-phase.
            broadPhase.DestroyProxy(m_proxy);
            m_proxy = null;
        }
コード例 #25
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ファイル: Body.cs プロジェクト: geirsagberg/Aether.Physics2D
        internal void SynchronizeFixtures()
        {
            Transform xf1 = new Transform(Vector2.Zero, _sweep.A0);

            xf1.p = _sweep.C0 - Complex.Multiply(ref _sweep.LocalCenter, ref xf1.q);

            IBroadPhase broadPhase = World.ContactManager.BroadPhase;

            for (int i = 0; i < FixtureList.Count; i++)
            {
                FixtureList[i].Synchronize(broadPhase, ref xf1, ref _xf);
            }
        }
コード例 #26
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        internal void SynchronizeFixtures()
        {
            Transform transform = default(Transform);

            transform.q.Set(this._sweep.A0);
            transform.p = this._sweep.C0 - MathUtils.Mul(transform.q, this._sweep.LocalCenter);
            IBroadPhase broadPhase = this._world.ContactManager.BroadPhase;

            for (int i = 0; i < this.FixtureList.Count; i++)
            {
                this.FixtureList[i].Synchronize(broadPhase, ref transform, ref this._xf);
            }
        }
コード例 #27
0
ファイル: Fixture.cs プロジェクト: yuruyigit/TrueSync
 internal void CreateProxies(IBroadPhase broadPhase, ref Transform xf)
 {
     Debug.Assert(this.ProxyCount == 0);
     this.ProxyCount = this.Shape.ChildCount;
     for (int i = 0; i < this.ProxyCount; i++)
     {
         FixtureProxy fixtureProxy = default(FixtureProxy);
         this.Shape.ComputeAABB(out fixtureProxy.AABB, ref xf, i);
         fixtureProxy.Fixture    = this;
         fixtureProxy.ChildIndex = i;
         fixtureProxy.ProxyId    = broadPhase.AddProxy(ref fixtureProxy);
         this.Proxies[i]         = fixtureProxy;
     }
 }
コード例 #28
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ファイル: Body.cs プロジェクト: TBubba/BubbasEngine
        internal void SynchronizeFixtures()
        {
            Transform xf1 = new Transform();

            xf1.q.Set(_sweep.A0);
            xf1.p = _sweep.C0 - MathUtils.Mul(xf1.q, _sweep.LocalCenter);

            IBroadPhase broadPhase = _world.ContactManager.BroadPhase;

            for (int i = 0; i < FixtureList.Count; i++)
            {
                FixtureList[i].Synchronize(broadPhase, ref xf1, ref _xf);
            }
        }
コード例 #29
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        public void SetTransformIgnoreContacts(ref TSVector2 position, FP angle)
        {
            this._xf.q.Set(angle);
            this._xf.p     = position;
            this._sweep.C  = MathUtils.Mul(ref this._xf, this._sweep.LocalCenter);
            this._sweep.A  = angle;
            this._sweep.C0 = this._sweep.C;
            this._sweep.A0 = angle;
            IBroadPhase broadPhase = this._world.ContactManager.BroadPhase;

            for (int i = 0; i < this.FixtureList.Count; i++)
            {
                this.FixtureList[i].Synchronize(broadPhase, ref this._xf, ref this._xf);
            }
        }
コード例 #30
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ファイル: ContactManager.cs プロジェクト: Jypeli-JYU/Jypeli
        internal ContactManager(IBroadPhase broadPhase)
        {
            if (World.Multithreaded)
            {
                ThreadsToUse = Environment.ProcessorCount * 2;
                ThreadPool.SetMaxThreads(ThreadsToUse, ThreadsToUse);
            }


            ContactList      = new ContactListHead();
            ContactCount     = 0;
            _contactPoolList = new ContactListHead();

            BroadPhase             = broadPhase;
            OnBroadphaseCollision += AddPair;
        }
コード例 #31
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ファイル: Body.cs プロジェクト: shiliupingGitHub/SFLFramework
        /// <summary>
        /// Destroy a fixture. This removes the fixture from the broad-phase and
        /// destroys all contacts associated with this fixture. This will
        /// automatically adjust the mass of the body if the body is dynamic and the
        /// fixture has positive density.
        /// All fixtures attached to a body are implicitly destroyed when the body is destroyed.
        /// Warning: This function is locked during callbacks.
        /// </summary>
        /// <param name="fixture">The fixture to be removed.</param>
        public void DestroyFixture(Fixture fixture)
        {
            if (fixture == null)
            {
                return;
            }

            Debug.Assert(fixture.Body == this);

            // Remove the fixture from this body's singly linked list.
            Debug.Assert(FixtureList.Count > 0);

            // You tried to remove a fixture that not present in the fixturelist.
            Debug.Assert(FixtureList.Contains(fixture));

            // Destroy any contacts associated with the fixture.
            ContactEdge edge = ContactList;

            while (edge != null)
            {
                Contact c = edge.Contact;
                edge = edge.Next;

                Fixture fixtureA = c.FixtureA;
                Fixture fixtureB = c.FixtureB;

                if (fixture == fixtureA || fixture == fixtureB)
                {
                    // This destroys the contact and removes it from
                    // this body's contact list.
                    _world.ContactManager.Destroy(c);
                }
            }

            if (Enabled)
            {
                IBroadPhase broadPhase = _world.ContactManager.BroadPhase;
                fixture.DestroyProxies(broadPhase);
            }

            FixtureList.Remove(fixture);
            fixture.Destroy();
            fixture.Body = null;

            ResetMassData();
        }
コード例 #32
0
ファイル: Fixture.cs プロジェクト: netonjm/Rube.Net
        // These support body activation/deactivation.
        internal void CreateProxies(IBroadPhase broadPhase, ref Transform xf)
        {
            Debug.Assert(ProxyCount == 0);

            // Create proxies in the broad-phase.
            ProxyCount = Shape.ChildCount;

            for (int i = 0; i < ProxyCount; ++i)
            {
                FixtureProxy proxy = new FixtureProxy();
                Shape.ComputeAABB(out proxy.AABB, ref xf, i);
                proxy.Fixture = this;
                proxy.ChildIndex = i;

                //FPE note: This line needs to be after the previous two because FixtureProxy is a struct
                proxy.ProxyId = broadPhase.AddProxy(ref proxy);

                Proxies[i] = proxy;
            }
        }
コード例 #33
0
ファイル: Fixture.cs プロジェクト: Karunp/cocos2d-xna
        // These support body activation/deactivation.
        internal void CreateProxies(IBroadPhase broadPhase, ref Transform xf)
        {
            Debug.Assert(ProxyCount == 0);

            // Create proxies in the broad-phase.
            ProxyCount = Shape.ChildCount;

            for (int i = 0; i < ProxyCount; ++i)
            {
                FixtureProxy proxy = new FixtureProxy();
                Shape.ComputeAABB(out proxy.AABB, ref xf, i);

                proxy.Fixture = this;
                proxy.ChildIndex = i;
                proxy.ProxyId = broadPhase.AddProxy(ref proxy);

                Proxies[i] = proxy;
            }
        }
コード例 #34
0
ファイル: Fixture.cs プロジェクト: Karunp/cocos2d-xna
        internal void Synchronize(IBroadPhase broadPhase, ref Transform transform1, ref Transform transform2)
        {
            if (ProxyCount == 0)
            {
                return;
            }

            for (int i = 0; i < ProxyCount; ++i)
            {
                FixtureProxy proxy = Proxies[i];

                // Compute an AABB that covers the swept Shape (may miss some rotation effect).
                AABB aabb1, aabb2;
                Shape.ComputeAABB(out aabb1, ref transform1, proxy.ChildIndex);
                Shape.ComputeAABB(out aabb2, ref transform2, proxy.ChildIndex);

                proxy.AABB.Combine(ref aabb1, ref aabb2);

                Vector2 displacement = transform2.Position - transform1.Position;

                broadPhase.MoveProxy(proxy.ProxyId, ref proxy.AABB, displacement);
            }
        }
コード例 #35
0
ファイル: Fixture.cs プロジェクト: Karunp/cocos2d-xna
        internal void DestroyProxies(IBroadPhase broadPhase)
        {
            // Destroy proxies in the broad-phase.
            for (int i = 0; i < ProxyCount; ++i)
            {
                broadPhase.RemoveProxy(Proxies[i].ProxyId);
                Proxies[i].ProxyId = -1;
            }

            ProxyCount = 0;
        }
コード例 #36
0
 internal ContactManager(IBroadPhase broadPhase)
 {
     BroadPhase = broadPhase;
     OnBroadphaseCollision = AddPair;
 }
コード例 #37
0
ファイル: ContactManager.cs プロジェクト: prime31/Nez
		internal ContactManager( IBroadPhase broadPhase )
		{
			this.broadPhase = broadPhase;
			onBroadphaseCollision = addPair;
		}