コード例 #1
0
        /// Query an AABB for overlapping proxies. The callback class
        /// is called for each proxy that overlaps the supplied AABB.
        public void Query(Func <int, bool> callback, ref AABB aabb)
        {
            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 aabb))
                {
                    if (node.IsLeaf())
                    {
                        bool proceed = callback(nodeId);
                        if (!proceed)
                        {
                            return;
                        }
                    }
                    else
                    {
                        stack.Push(node.child1);
                        stack.Push(node.child2);
                    }
                }
            }
        }
コード例 #2
0
ファイル: BroadPhase.cs プロジェクト: quinsmpang/box2d4unity
        /// Test overlap of fat AABBs.
        public bool TestOverlap(int proxyIdA, int proxyIdB)
        {
            AABB aabbA, aabbB;

            _tree.GetFatAABB(proxyIdA, out aabbA);
            _tree.GetFatAABB(proxyIdB, out aabbB);
            return(AABB.TestOverlap(ref aabbA, ref aabbB));
        }
コード例 #3
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.sqrMagnitude > 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);
            }

            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.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
                {
                    stack.Push(node.child1);
                    stack.Push(node.child2);
                }
            }
        }
コード例 #4
0
ファイル: Contact.cs プロジェクト: quinsmpang/box2d4unity
        // Update the contact manifold and touching status.
        // Note: do not assume the fixture AABBs are overlapping or are valid.
        internal void Update(IContactListener listener)
        {
            Manifold oldManifold = _manifold;

            // Re-enable this contact.
            _flags |= ContactFlags.Enabled;

            bool touching    = false;
            bool wasTouching = (_flags & ContactFlags.Touching) == ContactFlags.Touching;

            bool sensorA = _fixtureA.IsSensor();
            bool sensorB = _fixtureB.IsSensor();
            bool sensor  = sensorA || sensorB;

            Body      bodyA = _fixtureA.GetBody();
            Body      bodyB = _fixtureB.GetBody();
            Transform xfA; bodyA.GetTransform(out xfA);
            Transform xfB; bodyB.GetTransform(out xfB);

            // Is this contact a sensor?
            if (sensor)
            {
                Shape shapeA = _fixtureA.GetShape();
                Shape shapeB = _fixtureB.GetShape();
                touching = AABB.TestOverlap(shapeA, _indexA, shapeB, _indexB, ref xfA, ref xfB);

                // Sensors don't generate manifolds.
                _manifold._pointCount = 0;
            }
            else
            {
                Evaluate(ref _manifold, ref xfA, ref xfB);
                touching = _manifold._pointCount > 0;

                // Match old contact ids to new contact ids and copy the
                // stored impulses to warm start the solver.
                for (int i = 0; i < _manifold._pointCount; ++i)
                {
                    ManifoldPoint mp2 = _manifold._points[i];
                    mp2.NormalImpulse  = 0.0f;
                    mp2.TangentImpulse = 0.0f;
                    ContactID id2   = mp2.Id;
                    bool      found = false;

                    for (int j = 0; j < oldManifold._pointCount; ++j)
                    {
                        ManifoldPoint mp1 = oldManifold._points[j];

                        if (mp1.Id.Key == id2.Key)
                        {
                            mp2.NormalImpulse  = mp1.NormalImpulse;
                            mp2.TangentImpulse = mp1.TangentImpulse;
                            found = true;
                            break;
                        }
                    }
                    if (found == false)
                    {
                        mp2.NormalImpulse  = 0.0f;
                        mp2.TangentImpulse = 0.0f;
                    }

                    _manifold._points[i] = mp2;
                }

                if (touching != wasTouching)
                {
                    bodyA.SetAwake(true);
                    bodyB.SetAwake(true);
                }
            }

            if (touching)
            {
                _flags |= ContactFlags.Touching;
            }
            else
            {
                _flags &= ~ContactFlags.Touching;
            }

            if (wasTouching == false && touching == true && null != listener)
            {
                listener.BeginContact(this);
            }

            if (wasTouching == true && touching == false && null != listener)
            {
                listener.EndContact(this);
            }

            if (sensor == false && null != listener)
            {
                listener.PreSolve(this, ref oldManifold);
            }
        }