internal void QueryCallback(int proxyId) { Debug.Assert(0 <= proxyId && proxyId < _proxyCapacity); // A proxy cannot form a pair with itself. if (proxyId == _queryProxyId) { return; } // Check the tight fitting AABBs for overlap. if (AABB.TestOverlap(ref _proxyPool[proxyId].aabb, ref _proxyPool[_queryProxyId].aabb) == false) { return; } // Grow the pair buffer as needed. if (_pairCount == _pairCapacity) { Pair[] oldBuffer = _pairBuffer; _pairCapacity *= 2; _pairBuffer = new Pair[_pairCapacity]; Array.Copy(oldBuffer, _pairBuffer, _pairCount); } _pairBuffer[_pairCount].proxyIdA = Math.Min(proxyId, _queryProxyId); _pairBuffer[_pairCount].proxyIdB = Math.Max(proxyId, _queryProxyId); ++_pairCount; }
/// Query an AABB for overlapping proxies. The callback class /// is called for each proxy that overlaps the supplied AABB. public void Query(Action <int> callback, ref AABB aabb) { 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 aabb)) { if (node.IsLeaf()) { callback(node.userData); } else { Debug.Assert(count + 1 < k_stackSize); stack[count++] = node.child1; stack[count++] = node.child2; } } } }
/// 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. public void RayCast(RayCastCallback 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; RayCastOutput output; callback(out output, ref subInput, node.userData); if (output.hit) { // Early exit. if (output.fraction == 0.0f) { return; } maxFraction = output.fraction; // Update segment bounding box. { Vector2 t = p1 + maxFraction * (p2 - p1); segmentAABB.lowerBound = Vector2.Min(p1, t); segmentAABB.upperBound = Vector2.Max(p1, t); } } } else { Debug.Assert(count + 1 < k_stackSize); stack[count++] = node.child1; stack[count++] = node.child2; } } }
internal void Collide() { // Update awake contacts. Contact c = _contactList; while (c != null) { Fixture fixtureA = c.GetFixtureA(); Fixture fixtureB = c.GetFixtureB(); Body bodyA = fixtureA.GetBody(); Body bodyB = fixtureB.GetBody(); if (bodyA.IsSleeping && bodyB.IsSleeping) { c = c.GetNext(); continue; } // Is this contact flagged for filtering? if ((c._flags & ContactFlags.Filter) == ContactFlags.Filter) { // Are both bodies static? if (bodyA.IsStatic && bodyB.IsStatic) { Contact cNuke = c; c = cNuke.GetNext(); Destroy(cNuke); continue; } // Does a joint override collision? if (bodyB.IsConnected(bodyA)) { Contact cNuke = c; c = cNuke.GetNext(); Destroy(cNuke); continue; } // Check user filtering. if (ContactFilter.ShouldCollide(fixtureA, fixtureB) == false) { Contact cNuke = c; c = cNuke.GetNext(); Destroy(cNuke); continue; } // Clear the filtering flag. c._flags &= ~ContactFlags.Filter; } int proxyIdA = fixtureA._proxyId; int proxyIdB = fixtureB._proxyId; AABB aabbA; _broadPhase.GetAABB(proxyIdA, out aabbA); AABB aabbB; _broadPhase.GetAABB(proxyIdB, out aabbB); // Here we cull out contacts that cease to overlap. if (AABB.TestOverlap(ref aabbA, ref aabbB) == false) { Contact cNuke = c; c = cNuke.GetNext(); Destroy(cNuke); continue; } // The contact persists. c.Update(ContactListener); c = c.GetNext(); } }