コード例 #1
0
        public void AddPair(object proxyUserDataA, object proxyUserDataB)
        {
            b2FixtureProxy proxyA = (b2FixtureProxy)proxyUserDataA;
            b2FixtureProxy proxyB = (b2FixtureProxy)proxyUserDataB;

            b2Fixture fixtureA = proxyA.fixture;
            b2Fixture fixtureB = proxyB.fixture;

            int indexA = proxyA.childIndex;
            int indexB = proxyB.childIndex;

            b2Body bodyA = fixtureA.GetBody();
            b2Body bodyB = fixtureB.GetBody();

            // Are the fixtures on the same body?
            if (bodyA == bodyB)
            {
                return;
            }

            // TODO_ERIN use a hash table to remove a potential bottleneck when both
            // bodies have a lot of contacts.
            // Does a contact already exist?
            b2ContactEdge edge = bodyB.GetContactList();

            while (edge)
            {
                if (edge.other == bodyA)
                {
                    b2Fixture fA = edge.contact.GetFixtureA();
                    b2Fixture fB = edge.contact.GetFixtureB();
                    int       iA = edge.contact.GetChildIndexA();
                    int       iB = edge.contact.GetChildIndexB();

                    if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
                    {
                        // A contact already exists.
                        return;
                    }

                    if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
                    {
                        // A contact already exists.
                        return;
                    }
                }

                edge = edge.next;
            }

            // Does a joint override collision? Is at least one body dynamic?
            if (bodyB.ShouldCollide(bodyA) == false)
            {
                return;
            }

            // Check user filtering.
            if (m_contactFilter && m_contactFilter.ShouldCollide(fixtureA, fixtureB) == false)
            {
                return;
            }

            // Call the factory.
            b2Contact c = b2Contact.Create(fixtureA, indexA, fixtureB, indexB, m_allocator);

            if (c == null)
            {
                return;
            }

            // Contact creation may swap fixtures.
            fixtureA = c.GetFixtureA();
            fixtureB = c.GetFixtureB();
            indexA   = c.GetChildIndexA();
            indexB   = c.GetChildIndexB();
            bodyA    = fixtureA.GetBody();
            bodyB    = fixtureB.GetBody();

            // Insert into the world.
            c.m_prev = null;
            c.m_next = m_contactList;
            if (m_contactList != null)
            {
                m_contactList.m_prev = c;
            }
            m_contactList = c;

            // Connect to island graph.

            // Connect to body A
            c.m_nodeA.contact = c;
            c.m_nodeA.other   = bodyB;

            c.m_nodeA.prev = null;
            c.m_nodeA.next = bodyA.m_contactList;
            if (bodyA.m_contactList != null)
            {
                bodyA.m_contactList.prev = &c.m_nodeA;
            }
            bodyA.m_contactList = &c.m_nodeA;

            // Connect to body B
            c.m_nodeB.contact = c;
            c.m_nodeB.other   = bodyA;

            c.m_nodeB.prev = null;
            c.m_nodeB.next = bodyB.m_contactList;
            if (bodyB.m_contactList != null)
            {
                bodyB.m_contactList.prev = &c.m_nodeB;
            }
            bodyB.m_contactList = &c.m_nodeB;

            // Wake up the bodies
            bodyA.SetAwake(true);
            bodyB.SetAwake(true);

            ++m_contactCount;
        }
コード例 #2
0
        // This is the top level collision call for the time step. Here
        // all the narrow phase collision is processed for the world
        // contact list.
        public void Collide()
        {
            // Update awake contacts.
            b2Contact c = m_contactList;

            while (c)
            {
                b2Fixture fixtureA = c.GetFixtureA();
                b2Fixture fixtureB = c.GetFixtureB();
                int       indexA   = c.GetChildIndexA();
                int       indexB   = c.GetChildIndexB();
                b2Body    bodyA    = fixtureA.GetBody();
                b2Body    bodyB    = fixtureB.GetBody();

                // Is this contact flagged for filtering?
                if (c.m_flags & b2Contact.e_filterFlag)
                {
                    // Should these bodies collide?
                    if (bodyB.ShouldCollide(bodyA) == false)
                    {
                        b2Contact cNuke = c;
                        c = cNuke.GetNext();
                        Destroy(cNuke);
                        continue;
                    }

                    // Check user filtering.
                    if (m_contactFilter && m_contactFilter.ShouldCollide(fixtureA, fixtureB) == false)
                    {
                        b2Contact cNuke = c;
                        c = cNuke.GetNext();
                        Destroy(cNuke);
                        continue;
                    }

                    // Clear the filtering flag.
                    c.m_flags &= ~b2Contact.e_filterFlag;
                }

                bool activeA = bodyA.IsAwake() && bodyA.m_type != b2BodyType.b2_staticBody;
                bool activeB = bodyB.IsAwake() && bodyB.m_type != b2BodyType.b2_staticBody;

                // At least one body must be awake and it must be dynamic or kinematic.
                if (activeA == false && activeB == false)
                {
                    c = c.GetNext();
                    continue;
                }

                int  proxyIdA = fixtureA.m_proxies[indexA].proxyId;
                int  proxyIdB = fixtureB.m_proxies[indexB].proxyId;
                bool overlap  = m_broadPhase.TestOverlap(proxyIdA, proxyIdB);

                // Here we destroy contacts that cease to overlap in the broad-phase.
                if (overlap == false)
                {
                    b2Contact cNuke = c;
                    c = cNuke.GetNext();
                    Destroy(cNuke);
                    continue;
                }

                // The contact persists.
                c.Update(m_contactListener);
                c = c.GetNext();
            }
        }
コード例 #3
0
        // This is a callback from the broadphase when two AABB proxies begin
        // to overlap. We create a b2Contact to manage the narrow phase.
        public void AddPair(object proxyUserDataA, object proxyUserDataB)
        {
            b2Fixture fixtureA = proxyUserDataA as b2Fixture;
            b2Fixture fixtureB = proxyUserDataB as b2Fixture;

            b2Body bodyA = fixtureA.GetBody();
            b2Body bodyB = fixtureB.GetBody();

            // Are the fixtures on the same body?
            if (bodyA == bodyB)
            {
                return;
            }

            // Does a contact already exist?
            b2ContactEdge edge = bodyB.GetContactList();

            while (edge != null)
            {
                if (edge.other == bodyA)
                {
                    b2Fixture fA = edge.contact.GetFixtureA();
                    b2Fixture fB = edge.contact.GetFixtureB();
                    if (fA == fixtureA && fB == fixtureB)
                    {
                        return;
                    }
                    if (fA == fixtureB && fB == fixtureA)
                    {
                        return;
                    }
                }
                edge = edge.next;
            }

            //Does a joint override collision? Is at least one body dynamic?
            if (bodyB.ShouldCollide(bodyA) == false)
            {
                return;
            }

            // Check user filtering
            if (m_contactFilter.ShouldCollide(fixtureA, fixtureB) == false)
            {
                return;
            }

            // Call the factory.
            b2Contact c = m_contactFactory.Create(fixtureA, fixtureB);

            // Contact creation may swap shapes.
            fixtureA = c.GetFixtureA();
            fixtureB = c.GetFixtureB();
            bodyA    = fixtureA.m_body;
            bodyB    = fixtureB.m_body;

            // Insert into the world.
            c.m_prev = null;
            c.m_next = m_world.m_contactList;
            if (m_world.m_contactList != null)
            {
                m_world.m_contactList.m_prev = c;
            }
            m_world.m_contactList = c;


            // Connect to island graph.

            // Connect to body A
            c.m_nodeA.contact = c;
            c.m_nodeA.other   = bodyB;

            c.m_nodeA.prev = null;
            c.m_nodeA.next = bodyA.m_contactList;
            if (bodyA.m_contactList != null)
            {
                bodyA.m_contactList.prev = c.m_nodeA;
            }
            bodyA.m_contactList = c.m_nodeA;

            // Connect to body 2
            c.m_nodeB.contact = c;
            c.m_nodeB.other   = bodyA;

            c.m_nodeB.prev = null;
            c.m_nodeB.next = bodyB.m_contactList;
            if (bodyB.m_contactList != null)
            {
                bodyB.m_contactList.prev = c.m_nodeB;
            }
            bodyB.m_contactList = c.m_nodeB;

            ++m_world.m_contactCount;
            return;
        }
コード例 #4
0
        public void AddPair(ref b2FixtureProxy proxyA, ref b2FixtureProxy proxyB)
        {
            b2Fixture fixtureA = proxyA.fixture;
            b2Fixture fixtureB = proxyB.fixture;

            int indexA = proxyA.childIndex;
            int indexB = proxyB.childIndex;

            b2Body bodyA = fixtureA.Body;
            b2Body bodyB = fixtureB.Body;

            // Are the fixtures on the same body?
            if (bodyA == bodyB)
            {
                return;
            }

            // TODO_ERIN use a hash table to remove a potential bottleneck when both
            // bodies have a lot of contacts.
            // Does a contact already exist?
            b2ContactEdge edge = bodyB.ContactList;

            while (edge != null)
            {
                if (edge.Other == bodyA)
                {
                    b2Fixture fA = edge.Contact.FixtureA;
                    b2Fixture fB = edge.Contact.FixtureB;
                    int       iA = edge.Contact.m_indexA;
                    int       iB = edge.Contact.m_indexB;

                    if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
                    {
                        // A contact already exists.
                        return;
                    }

                    if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
                    {
                        // A contact already exists.
                        return;
                    }
                }

                edge = edge.Next;
            }



            // Does a joint override collision? Is at least one body dynamic?
            if (!bodyB.ShouldCollide(bodyA))
            {
                return;
            }

            // Check user filtering.
            if (m_contactFilter != null && !m_contactFilter.ShouldCollide(fixtureA, fixtureB))
            {
                return;
            }

            // Call the factory.
            b2Contact c = b2Contact.Create(fixtureA, indexA, fixtureB, indexB);

            if (c == null)
            {
                return;
            }

            // Contact creation may swap fixtures.
            //fixtureA = c.FixtureA;
            //fixtureB = c.FixtureB;
            //indexA = c.m_indexA;
            //indexB = c.m_indexB;
            bodyA = c.FixtureA.Body;
            bodyB = c.FixtureB.Body;

            // Insert into the world.
            c.Prev = null;
            c.Next = m_contactList;
            if (m_contactList != null)
            {
                m_contactList.Prev = c;
            }
            m_contactList = c;

            // Connect to island graph.

            // Connect to body A
            c.NodeA.Contact = c;
            c.NodeA.Other   = bodyB;

            c.NodeA.Prev = null;
            c.NodeA.Next = bodyA.ContactList;
            if (bodyA.ContactList != null)
            {
                bodyA.ContactList.Prev = c.NodeA;
            }
            bodyA.ContactList = c.NodeA;

            // Connect to body B
            c.NodeB.Contact = c;
            c.NodeB.Other   = bodyA;

            c.NodeB.Prev = null;
            c.NodeB.Next = bodyB.ContactList;
            if (bodyB.ContactList != null)
            {
                bodyB.ContactList.Prev = c.NodeB;
            }
            bodyB.ContactList = c.NodeB;

            // Wake up the bodies
            bodyA.SetAwake(true);
            bodyB.SetAwake(true);

            ++m_contactCount;
        }
コード例 #5
0
        // This is the top level collision call for the time step. Here
        // all the narrow phase collision is processed for the world
        // contact list.
        public void Collide()
        {
            // Update awake contacts.
            b2Contact c = m_world.m_contactList;

            while (c != null)
            {
                b2Fixture fixtureA = c.GetFixtureA();
                b2Fixture fixtureB = c.GetFixtureB();
                b2Body    bodyA    = fixtureA.GetBody();
                b2Body    bodyB    = fixtureB.GetBody();
                if (bodyA.IsAwake() == false && bodyB.IsAwake() == false)
                {
                    c = c.GetNext();
                    continue;
                }

                b2Contact cNuke;

                // Is this contact flagged for filtering?
                if ((c.m_flags & b2Contact.e_filterFlag) > 0)
                {
                    // Should these bodies collide?
                    if (bodyB.ShouldCollide(bodyA) == false)
                    {
                        cNuke = c;
                        c     = cNuke.GetNext();
                        Destroy(cNuke);
                        continue;
                    }

                    // Check user filtering.
                    if (m_contactFilter.ShouldCollide(fixtureA, fixtureB) == false)
                    {
                        cNuke = c;
                        c     = cNuke.GetNext();
                        Destroy(cNuke);
                        continue;
                    }

                    // Clear the filtering flag
                    c.m_flags &= ~b2Contact.e_filterFlag;
                }

                object proxyA = fixtureA.m_proxy;
                object proxyB = fixtureB.m_proxy;

                bool overlap = m_broadPhase.TestOverlap(proxyA, proxyB);

                // Here we destroy contacts that cease to overlap in the broadphase
                if (overlap == false)
                {
                    cNuke = c;
                    c     = cNuke.GetNext();
                    Destroy(cNuke);
                    continue;
                }

                c.Update(m_contactListener);
                c = c.GetNext();
            }
        }