コード例 #1
0
 public static IEnumerable <LSBody> RaycastAll(Vector2d start, Vector2d end)
 {
     _Version++;
     LSBody.PrepareAxisCheck(start, end);
     foreach (FractionalLineAlgorithm.Coordinate coor in
              GetRelevantNodeCoordinates(start, end))
     {
         int indexX = coor.X;
         int indexY = coor.Y;
         if (!Partition.CheckValid(coor.X, coor.Y))
         {
             break;
         }
         PartitionNode node = Partition.GetNode(indexX, indexY);
         for (int i = node.ContainedDynamicObjects.Count - 1; i >= 0; i--)
         {
             LSBody body = PhysicsManager.SimObjects [node.ContainedDynamicObjects [i]];
             if (body.IsNotNull() && body.RaycastVersion != _Version)
             {
                 if (Conditional.IsNull() || Conditional())
                 {
                     body.RaycastVersion = _Version;
                     if (body.Overlaps(bufferIntersectionPoints))
                     {
                         yield return(body);
                     }
                 }
             }
         }
     }
     Conditional = null;
     yield break;
 }
コード例 #2
0
        bool CheckRange(LSBody targetBody)
        {
            fastRangeToTarget  = cachedAttack.Range + (targetBody.IsNotNull() ? targetBody.Radius : 0) + Agent.Body.Radius;
            fastRangeToTarget *= fastRangeToTarget;

            Vector2d targetDirection = targetBody._position - CachedBody._position;
            long     fastMag         = targetDirection.FastMagnitude();

            return(fastMag <= fastRangeToTarget);
        }
コード例 #3
0
        public static void Visualize()
        {
            LerpTime = Time.fixedDeltaTime;
            if (ResetAccumulation)
            {
                AccumulatedTime = 0;
            }
            AccumulatedTime     += Time.deltaTime;
            ExpectedAccumulation = AccumulatedTime / LerpTime;
            for (int i = 0; i < DynamicSimObjects.PeakCount; i++)
            {
                LSBody b1 = DynamicSimObjects.innerArray[i];
                if (b1.IsNotNull())
                {
                    b1.SetVisuals();
                }
            }

            ResetAccumulation = false;
        }
コード例 #4
0
        /// <summary>
        /// Call this to deactivate this body and remove from simulation.
        /// </summary>
        public void Deactivate()
        {
            //Don't double deactivate
            if (this.Active == false)
            {
                return;
            }
            Partition.UpdateObject(this, false);

            foreach (var collisionPair in CollisionPairs.Values)
            {
                collisionPair.Body2.CollisionPairHolders.Remove(ID);
                DeactivatePair(collisionPair);
            }
            CollisionPairs.Clear();
            foreach (var id in CollisionPairHolders)
            {
                LSBody other = PhysicsManager.SimObjects[id];
                if (other.IsNotNull())
                {
                    CollisionPair collisionPair;
                    if (other.CollisionPairs.TryGetValue(ID, out collisionPair))
                    {
                        other.CollisionPairs.Remove(this.ID);
                        DeactivatePair(collisionPair);
                    }
                    else
                    {
                        Debug.Log("nope " + ID);
                    }
                }
            }
            CollisionPairHolders.Clear();

            PhysicsManager.Dessimilate(this);
            Active = false;
        }
コード例 #5
0
        public static void LateSimulate()
        {
            //TODO: Look into this
            int inactiveFrameThreshold = LockstepManager.FrameRate * 8;


            for (int i = 0; i < RanCollisionPairs.PeakCount; i++)
            {
                if (RanCollisionPairs.arrayAllocation[i])
                {
                    var instancePair = RanCollisionPairs[i];
                    var pair         = RanCollisionPairs[i].Pair;

                    if (instancePair.Version != instancePair.Pair._Version)
                    {
                        //pair is removed at Deactivate so no longer possible
                    }
                    else
                    {
                        if (pair._ranIndex >= 0)
                        {
                            RanCollisionPairs.RemoveAt(pair._ranIndex);
                            pair._ranIndex = -1;
                            InactiveCollisionPairs.Add(instancePair);
                        }
                    }
                }
            }

            //Clear the buffer of collision pairs to turn off and pool
            while (InactiveCollisionPairs.Count > 0)
            {
                var instancePair = InactiveCollisionPairs.Peek();
                var pair         = instancePair.Pair;

                if (pair.Active)
                {
                    //It's active again! Get it out of inactives and move on to the next guy.
                    InactiveCollisionPairs.Remove();
                }

                var passedFrames = LockstepManager.FrameCount - pair.LastFrame;
                if (passedFrames >= inactiveFrameThreshold)
                {
                    InactiveCollisionPairs.Remove();
                    FullDeactivateCollisionPair(pair);
                }
                else
                {
                    break;
                }
            }

            for (int i = 0; i < DynamicSimObjects.PeakCount; i++)
            {
                LSBody b1 = DynamicSimObjects.innerArray[i];
                if (b1.IsNotNull())
                {
                    b1.Simulate();
                }
            }
            ResetAccumulation = true;
        }