コード例 #1
0
ファイル: World.cs プロジェクト: scastle/Solitude
        /// <summary>
        /// Initializes a new instance of the <see cref="World"/> class.
        /// </summary>
        /// <param name="gravity">The gravity.</param>
        public World(Vector2 gravity)
        {
            ContactManager = new ContactManager();
            Gravity        = gravity;

            Flags = WorldFlags.ClearForces;

            _queryAABBCallbackWrapper = QueryAABBCallbackWrapper;
            _rayCastCallbackWrapper   = RayCastCallbackWrapper;

            Controllers       = new List <Controller>();
            BreakableBodyList = new List <BreakableBody>();
            BodyList          = new List <Body>(32);
            JointList         = new List <Joint>(32);
        }
コード例 #2
0
ファイル: World.cs プロジェクト: dvgamer/GhostLegend-XNA
        /// <summary>
        /// Initializes a new instance of the <see cref="World"/> class.
        /// </summary>
        /// <param name="gravity">The gravity.</param>
        public World(Vector2 gravity)
        {
            ContactManager = new ContactManager();
            Gravity = gravity;

            Flags = WorldFlags.ClearForces;

            _queryAABBCallbackWrapper = QueryAABBCallbackWrapper;
            _rayCastCallbackWrapper = RayCastCallbackWrapper;

            Controllers = new List<Controller>();
            BreakableBodyList = new List<BreakableBody>();
            BodyList = new List<Body>(32);
            JointList = new List<Joint>(32);
        }
コード例 #3
0
        /// <summary>
        /// Ray-cast against the proxies in the tree. This relies on the callback
        /// to perform a exact ray-cast in the case were the proxy contains a shape.
        /// The callback also performs the any collision filtering. This has performance
        /// roughly equal to k * log(n), where k is the number of collisions and n is the
        /// number of proxies in the tree.
        /// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
        /// @param callback a callback class that is called for each proxy that is hit by the ray.
        /// </summary>
        /// <param name="callback"></param>
        /// <param name="input"></param>
        internal void RayCast(RayCastCallbackInternal callback, ref RayCastInput input)
        {
            Vector2 p1 = input.p1;
            Vector2 p2 = input.p2;
            Vector2 r = p2 - p1;
            Debug.Assert(r.LengthSquared() > 0.0f);
            r.Normalize();

            // v is perpendicular to the segment.
            Vector2 v = MathUtils.Cross(1.0f, r);
            Vector2 abs_v = MathUtils.Abs(v);

            // Separating axis for segment (Gino, p80).
            // |dot(v, p1 - c)| > dot(|v|, h)

            float maxFraction = input.maxFraction;

            // Build a bounding box for the segment.
            AABB segmentAABB = new AABB();
            {
                Vector2 t = p1 + maxFraction * (p2 - p1);
                segmentAABB.lowerBound = Vector2.Min(p1, t);
                segmentAABB.upperBound = Vector2.Max(p1, t);
            }

            int count = 0;
            stack[count++] = _root;

            while (count > 0)
            {
                int nodeId = stack[--count];
                if (nodeId == NullNode)
                {
                    continue;
                }

                DynamicTreeNode node = _nodes[nodeId];

                if (AABB.TestOverlap(ref node.aabb, ref segmentAABB) == false)
                {
                    continue;
                }

                // Separating axis for segment (Gino, p80).
                // |dot(v, p1 - c)| > dot(|v|, h)
                Vector2 c = node.aabb.GetCenter();
                Vector2 h = node.aabb.GetExtents();
                float separation = Math.Abs(Vector2.Dot(v, p1 - c)) - Vector2.Dot(abs_v, h);
                if (separation > 0.0f)
                {
                    continue;
                }

                if (node.IsLeaf())
                {
                    RayCastInput subInput;
                    subInput.p1 = input.p1;
                    subInput.p2 = input.p2;
                    subInput.maxFraction = maxFraction;

                    float value = callback(ref subInput, nodeId);

                    if (value == 0.0f)
                    {
                        // the client has terminated the raycast.
                        return;
                    }

                    if (value > 0.0f)
                    {
                        // Update segment bounding box.
                        maxFraction = value;
                        Vector2 t = p1 + maxFraction * (p2 - p1);
                        segmentAABB.lowerBound = Vector2.Min(p1, t);
                        segmentAABB.upperBound = Vector2.Max(p1, t);
                    }
                }
                else
                {
                    if (count < k_stackSize)
                    {
                        stack[count++] = node.child1;
                    }

                    if (count < k_stackSize)
                    {
                        stack[count++] = node.child2;
                    }
                }
            }
        }
コード例 #4
0
        /// Ray-cast against the proxies in the tree. This relies on the callback
        /// to perform a exact ray-cast in the case were the proxy contains a shape.
        /// The callback also performs the any collision filtering. This has performance
        /// roughly equal to k * log(n), where k is the number of collisions and n is the
        /// number of proxies in the tree.
        /// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
        /// @param callback a callback class that is called for each proxy that is hit by the ray.
        internal void RayCast(RayCastCallbackInternal callback, ref RayCastInput input)
        {
            Vector2 p1 = input.p1;
            Vector2 p2 = input.p2;
            Vector2 r  = p2 - p1;

            Debug.Assert(r.LengthSquared() > 0.0f);
            r.Normalize();

            // v is perpendicular to the segment.
            Vector2 v     = MathUtils.Cross(1.0f, r);
            Vector2 abs_v = MathUtils.Abs(v);

            // Separating axis for segment (Gino, p80).
            // |dot(v, p1 - c)| > dot(|v|, h)

            float maxFraction = input.maxFraction;

            // Build a bounding box for the segment.
            AABB segmentAABB = new AABB();
            {
                Vector2 t = p1 + maxFraction * (p2 - p1);
                segmentAABB.lowerBound = Vector2.Min(p1, t);
                segmentAABB.upperBound = Vector2.Max(p1, t);
            }

            int count = 0;

            stack[count++] = _root;

            while (count > 0)
            {
                int nodeId = stack[--count];
                if (nodeId == NullNode)
                {
                    continue;
                }

                DynamicTreeNode node = _nodes[nodeId];

                if (AABB.TestOverlap(ref node.aabb, ref segmentAABB) == false)
                {
                    continue;
                }

                // Separating axis for segment (Gino, p80).
                // |dot(v, p1 - c)| > dot(|v|, h)
                Vector2 c          = node.aabb.GetCenter();
                Vector2 h          = node.aabb.GetExtents();
                float   separation = Math.Abs(Vector2.Dot(v, p1 - c)) - Vector2.Dot(abs_v, h);
                if (separation > 0.0f)
                {
                    continue;
                }

                if (node.IsLeaf())
                {
                    RayCastInput subInput;
                    subInput.p1          = input.p1;
                    subInput.p2          = input.p2;
                    subInput.maxFraction = maxFraction;

                    float value = callback(ref subInput, nodeId);

                    if (value == 0.0f)
                    {
                        // the client has terminated the raycast.
                        return;
                    }

                    if (value > 0.0f)
                    {
                        // Update segment bounding box.
                        maxFraction = value;
                        Vector2 t = p1 + maxFraction * (p2 - p1);
                        segmentAABB.lowerBound = Vector2.Min(p1, t);
                        segmentAABB.upperBound = Vector2.Max(p1, t);
                    }
                }
                else
                {
                    if (count < k_stackSize)
                    {
                        stack[count++] = node.child1;
                    }

                    if (count < k_stackSize)
                    {
                        stack[count++] = node.child2;
                    }
                }
            }
        }
コード例 #5
0
ファイル: BroadPhase.cs プロジェクト: Bitsits/web
 internal void RayCast(RayCastCallbackInternal callback, ref RayCastInput input)
 {
     _tree.RayCast(callback, ref input);
 }
コード例 #6
0
        /// <summary>
        /// Ray-cast against the proxies in the tree. This relies on the callback
        /// to perform a exact ray-cast in the case were the proxy contains a Shape.
        /// The callback also performs the any collision filtering. This has performance
        /// roughly equal to k * log(n), where k is the number of collisions and n is the
        /// number of proxies in the tree.
        /// </summary>
        /// <param name="callback">a callback public class that is called for each proxy that is hit by the ray.</param>
        /// <param name="input">the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).</param>
        public void RayCast(RayCastCallbackInternal callback, ref RayCastInput input)
        {
            Vector2 p1 = input.Point1;
            Vector2 p2 = input.Point2;
            Vector2 r  = p2 - p1;

            Debug.Assert(r.LengthSquared() > 0.0f);
            r.Normalize();

            // v is perpendicular to the segment.
            Vector2 v    = MathUtils.Cross(1.0f, r);
            Vector2 absV = MathUtils.Abs(v);

            // Separating axis for segment (Gino, p80).
            // |dot(v, p1 - c)| > dot(|v|, h)

            float maxFraction = input.MaxFraction;

            // Build a bounding box for the segment.
            AABB segmentAABB = new AABB();

            {
                Vector2 t = p1 + maxFraction * (p2 - p1);
                segmentAABB.LowerBound = Vector2.Min(p1, t);
                segmentAABB.UpperBound = Vector2.Max(p1, t);
            }

            _stack.Clear();
            _stack.Push(_root);

            while (_stack.Count > 0)
            {
                int nodeId = _stack.Pop();
                if (nodeId == NullNode)
                {
                    continue;
                }

                DynamicTreeNode node = _nodes[nodeId];

                if (AABB.TestOverlap(ref node.AABB, ref segmentAABB) == false)
                {
                    continue;
                }

                // Separating axis for segment (Gino, p80).
                // |dot(v, p1 - c)| > dot(|v|, h)
                Vector2 c          = node.AABB.Center;
                Vector2 h          = node.AABB.Extents;
                float   separation = Math.Abs(Vector2.Dot(v, p1 - c)) - Vector2.Dot(absV, h);
                if (separation > 0.0f)
                {
                    continue;
                }

                if (node.IsLeaf())
                {
                    RayCastInput subInput;
                    subInput.Point1      = input.Point1;
                    subInput.Point2      = input.Point2;
                    subInput.MaxFraction = maxFraction;

                    float value = callback(ref subInput, nodeId);

                    if (value == 0.0f)
                    {
                        // the client has terminated the raycast.
                        return;
                    }

                    if (value > 0.0f)
                    {
                        // Update segment bounding box.
                        maxFraction = value;
                        Vector2 t = p1 + maxFraction * (p2 - p1);
                        segmentAABB.LowerBound = Vector2.Min(p1, t);
                        segmentAABB.UpperBound = Vector2.Max(p1, t);
                    }
                }
                else
                {
                    _stack.Push(node.Child1);
                    _stack.Push(node.Child2);
                }
            }
        }
コード例 #7
0
        /// <summary>
        /// construct a world object.
        /// </summary>
        /// <param name="gravity">the world gravity vector.</param>
        /// <param name="doSleep">improve performance by not simulating inactive bodies.</param>
        public World(Vector2 gravity, bool doSleep)
        {
            WarmStarting = true;
            ContinuousPhysics = true;

            _allowSleep = doSleep;
            Gravity = gravity;

            _flags = WorldFlags.ClearForces;

            _queryAABBCallbackWrapper = QueryAABBCallbackWrapper;
            _rayCastCallbackWrapper = RayCastCallbackWrapper;
        }