/// <summary> /// Detects all collisions between the body and all the registered /// collision skins (which should have already had their /// positions/bounding volumes etc updated). For each potential /// pair of skins then the predicate (if it exists) will be called /// to see whether or not to continue. If the skins are closer /// than collTolerance (+ve value means report objects that aren't /// quite colliding) then the functor will get called. /// You can't just loop over all your bodies calling this, because /// that will double-detect collisions. Use DetectAllCollisions for /// that. /// </summary> public abstract void DetectCollisions(Body body, CollisionFunctor collisionFunctor, CollisionSkinPredicate2 collisionPredicate, float collTolerance);
/// <summary> /// As DetectCollisions but detects for all bodies, testing each pair /// only once /// </summary> /// <param name="bodies"></param> /// <param name="collisionFunctor"></param> /// <param name="collisionPredicate"></param> /// <param name="collTolerance"></param> public abstract void DetectAllCollisions(List<Body> bodies, CollisionFunctor collisionFunctor, CollisionSkinPredicate2 collisionPredicate, float collTolerance);
public override void DetectCollisions(Body body, CollisionFunctor collisionFunctor, CollisionSkinPredicate2 collisionPredicate, float collTolerance) { if (!body.IsActive) return; CollDetectInfo info = new CollDetectInfo(); info.Skin0 = body.CollisionSkin; //?! if (info.Skin0 == null) return; int bodyPrimitves = info.Skin0.NumPrimitives; int numSkins = skins.Count; for (int skin = 0; skin < numSkins; ++skin) { info.Skin1 = skins[skin]; if ((info.Skin0 != info.Skin1) && CheckCollidables(info.Skin0, info.Skin1)) { int primitives = info.Skin1.NumPrimitives; for (info.IndexPrim0 = 0; info.IndexPrim0 < bodyPrimitves; ++info.IndexPrim0) { for (info.IndexPrim1 = 0; info.IndexPrim1 < primitives; ++info.IndexPrim1) { DetectFunctor f = GetCollDetectFunctor(info.Skin0.GetPrimitiveNewWorld(info.IndexPrim0).Type, info.Skin1.GetPrimitiveNewWorld(info.IndexPrim1).Type); if (f != null) f.CollDetect(info, collTolerance, collisionFunctor); } } } } }
public override void DetectAllCollisions(List<Body> bodies, CollisionFunctor collisionFunctor, CollisionSkinPredicate2 collisionPredicate, float collTolerance) { int numSkins = skins.Count; int numBodies = bodies.Count; CollDetectInfo info = new CollDetectInfo(); for (int ibody = 0; ibody < numBodies; ++ibody) { Body body = bodies[ibody]; if(!body.IsActive) continue; info.Skin0 = body.CollisionSkin; if (info.Skin0 == null) continue; for (int skin = 0; skin < numSkins; ++skin) { info.Skin1 = skins[skin]; if (info.Skin0 == info.Skin1) continue; // CHANGE if (info.Skin1 == null) continue; bool skinSleeping = true; if (info.Skin1.Owner != null && info.Skin1.Owner.IsActive) skinSleeping = false; if ((skinSleeping == false) && (info.Skin1.ID < info.Skin0.ID)) continue; if((collisionPredicate != null) && collisionPredicate.ConsiderSkinPair(info.Skin0,info.Skin1) == false) continue; // basic bbox test if(BoundingBoxHelper.OverlapTest(ref info.Skin0.WorldBoundingBox, ref info.Skin1.WorldBoundingBox,collTolerance)) { if (CheckCollidables(info.Skin0,info.Skin1)) { int bodyPrimitives = info.Skin0.NumPrimitives; int primitves = info.Skin1.NumPrimitives; for(info.IndexPrim0 = 0; info.IndexPrim0 < bodyPrimitives; ++info.IndexPrim0) { for (info.IndexPrim1 = 0; info.IndexPrim1 < primitves; ++info.IndexPrim1) { DetectFunctor f = GetCollDetectFunctor(info.Skin0.GetPrimitiveNewWorld(info.IndexPrim0).Type, info.Skin1.GetPrimitiveNewWorld(info.IndexPrim1).Type); if (f != null) f.CollDetect(info, collTolerance, collisionFunctor); } } } } // overlapt test } // loop over skins } // loop over bodies }
public override void DetectAllCollisions(List<Body> bodies, CollisionFunctor collisionFunctor, CollisionSkinPredicate2 collisionPredicate, float collTolerance) { int numBodies = bodies.Count; CollDetectInfo info = new CollDetectInfo(); for (int iBody = 0; iBody < numBodies; ++iBody) { Body body = bodies[iBody]; if (!body.IsActive) continue; info.Skin0 = body.CollisionSkin; if (info.Skin0 == null) continue; tempGridLists.Clear(); GetListsToCheck(tempGridLists, info.Skin0); for (int iList = tempGridLists.Count; iList-- != 0; ) { // first one is a placeholder; GridEntry entry = tempGridLists[iList]; for (entry = entry.Next; entry != null; entry = entry.Next) { info.Skin1 = entry.Skin; if (info.Skin1 == info.Skin0) continue; // CHANGE if (info.Skin1 == null) continue; bool skinSleeping = true; if ((info.Skin1.Owner != null) && (info.Skin1.Owner.IsActive)) skinSleeping = false; // only do one per pair if ((skinSleeping == false) && (info.Skin1.ID < info.Skin0.ID)) continue; if ((collisionPredicate != null) && (!collisionPredicate.ConsiderSkinPair(info.Skin0, info.Skin1))) continue; // basic bbox test if (BoundingBoxHelper.OverlapTest(ref info.Skin1.WorldBoundingBox, ref info.Skin0.WorldBoundingBox, collTolerance)) { if (CheckCollidables(info.Skin0, info.Skin1)) { int bodyPrimitives = info.Skin0.NumPrimitives; int primitves = info.Skin1.NumPrimitives; for (info.IndexPrim0 = 0; info.IndexPrim0 < bodyPrimitives; ++info.IndexPrim0) { for (info.IndexPrim1 = 0; info.IndexPrim1 < primitves; ++info.IndexPrim1) { DetectFunctor f = GetCollDetectFunctor(info.Skin0.GetPrimitiveNewWorld(info.IndexPrim0).Type, info.Skin1.GetPrimitiveNewWorld(info.IndexPrim1).Type); if (f != null) f.CollDetect(info, collTolerance, collisionFunctor); } } } // check collidables } // overlapt test }// loop over entries } // loop over lists } // loop over bodies }