예제 #1
0
 private ChainAndCircleContact(Fixture fixtureA, int indexA, Fixture fixtureB, int indexB) : base(
         fixtureA,
         indexA,
         fixtureB,
         indexB)
 {
     Debug.Assert(FixtureA.GetShapeType() == ShapeType.Chain);
     Debug.Assert(FixtureB.GetShapeType() == ShapeType.Circle);
 }
예제 #2
0
파일: Contact.cs 프로젝트: pabllopf/Alis
        /// <summary>
        ///     Computes the toi using the specified sweep a
        /// </summary>
        /// <param name="sweepA">The sweep</param>
        /// <param name="sweepB">The sweep</param>
        /// <returns>The float</returns>
        public float ComputeToi(Sweep sweepA, Sweep sweepB)
        {
            ToiInput input = new ToiInput();

            input.SweepA       = sweepA;
            input.SweepB       = sweepB;
            input.SweepRadiusA = FixtureA.ComputeSweepRadius(sweepA.LocalCenter);
            input.SweepRadiusB = FixtureB.ComputeSweepRadius(sweepB.LocalCenter);
            input.Tolerance    = Settings.LinearSlop;

            return(Collision.Collision.TimeOfImpact(input, FixtureA.Shape, FixtureB.Shape));
        }
예제 #3
0
        /// <summary>
        /// Update the contact manifold and touching status.
        /// Note: do not assume the fixture AABBs are overlapping or are valid.
        /// </summary>
        /// <param name="contactManager">The contact manager.</param>
        internal void Update(ContactManager contactManager)
        {
            Body bodyA = FixtureA.Body;
            Body bodyB = FixtureB.Body;

            if (FixtureA == null || FixtureB == null)
            {
                return;
            }

            Manifold oldManifold = Manifold;

            // Re-enable this contact.
            Enabled = true;

            bool touching;
            bool wasTouching = IsTouching;

            bool sensor = FixtureA.IsSensor || FixtureB.IsSensor;

            // Is this contact a sensor?
            if (sensor)
            {
                Shape shapeA = FixtureA.Shape;
                Shape shapeB = FixtureB.Shape;
                touching = Collision.Collision.TestOverlap(shapeA, ChildIndexA, shapeB, ChildIndexB, ref bodyA._xf, ref bodyB._xf);

                // Sensors don't generate manifolds.
                Manifold.PointCount = 0;
            }
            else
            {
                Evaluate(ref Manifold, ref bodyA._xf, ref bodyB._xf);
                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;

                    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;
                            break;
                        }
                    }

                    Manifold.Points[i] = mp2;
                }

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

            IsTouching = touching;

            if (wasTouching == false)
            {
                if (touching)
                {
                    bool enabledA = true, enabledB = true;

                    // Report the collision to both participants. Track which ones returned true so we can
                    // later call OnSeparation if the contact is disabled for a different reason.
                    if (FixtureA.OnCollision != null)
                    {
                        foreach (OnCollisionEventHandler handler in FixtureA.OnCollision.GetInvocationList())
                        {
                            enabledA = handler(FixtureA, FixtureB, this) && enabledA;
                        }
                    }

                    // Reverse the order of the reported fixtures. The first fixture is always the one that the
                    // user subscribed to.
                    if (FixtureB.OnCollision != null)
                    {
                        foreach (OnCollisionEventHandler handler in FixtureB.OnCollision.GetInvocationList())
                        {
                            enabledB = handler(FixtureB, FixtureA, this) && enabledB;
                        }
                    }

                    // Report the collision to both bodies:
                    if (FixtureA.Body != null && FixtureA.Body.onCollisionEventHandler != null)
                    {
                        foreach (OnCollisionEventHandler handler in FixtureA.Body.onCollisionEventHandler.GetInvocationList())
                        {
                            enabledA = handler(FixtureA, FixtureB, this) && enabledA;
                        }
                    }

                    // Reverse the order of the reported fixtures. The first fixture is always the one that the
                    // user subscribed to.
                    if (FixtureB.Body != null && FixtureB.Body.onCollisionEventHandler != null)
                    {
                        foreach (OnCollisionEventHandler handler in FixtureB.Body.onCollisionEventHandler.GetInvocationList())
                        {
                            enabledB = handler(FixtureB, FixtureA, this) && enabledB;
                        }
                    }


                    Enabled = enabledA && enabledB;

                    // BeginContact can also return false and disable the contact
                    if (enabledA && enabledB && contactManager.BeginContact != null)
                    {
                        Enabled = contactManager.BeginContact(this);
                    }

                    // If the user disabled the contact (needed to exclude it in TOI solver) at any point by
                    // any of the callbacks, we need to mark it as not touching and call any separation
                    // callbacks for fixtures that didn't explicitly disable the collision.
                    if (!Enabled)
                    {
                        IsTouching = false;
                    }
                }
            }
            else
            {
                if (touching == false)
                {
                    //Report the separation to both participants:
                    if (FixtureA != null && FixtureA.OnSeparation != null)
                    {
                        FixtureA.OnSeparation(FixtureA, FixtureB, this);
                    }

                    //Reverse the order of the reported fixtures. The first fixture is always the one that the
                    //user subscribed to.
                    if (FixtureB != null && FixtureB.OnSeparation != null)
                    {
                        FixtureB.OnSeparation(FixtureB, FixtureA, this);
                    }

                    //Report the separation to both bodies:
                    if (FixtureA != null && FixtureA.Body != null && FixtureA.Body.onSeparationEventHandler != null)
                    {
                        FixtureA.Body.onSeparationEventHandler(FixtureA, FixtureB, this);
                    }

                    //Reverse the order of the reported fixtures. The first fixture is always the one that the
                    //user subscribed to.
                    if (FixtureB != null && FixtureB.Body != null && FixtureB.Body.onSeparationEventHandler != null)
                    {
                        FixtureB.Body.onSeparationEventHandler(FixtureB, FixtureA, this);
                    }


                    if (contactManager.EndContact != null)
                    {
                        contactManager.EndContact(this);
                    }
                }
            }

            if (sensor)
            {
                return;
            }

            if (contactManager.PreSolve != null)
            {
                contactManager.PreSolve(this, ref oldManifold);
            }
        }
예제 #4
0
 private EdgeAndPolygonContact(Fixture fixtureA, Fixture fixtureB) : base(fixtureA, 0, fixtureB, 0)
 {
     Debug.Assert(FixtureA.GetShapeType() == ShapeType.Edge);
     Debug.Assert(FixtureB.GetShapeType() == ShapeType.Polygon);
 }
예제 #5
0
 private PolygonAndCircleContact(Fixture fixtureA, Fixture fixtureB) : base(fixtureA, 0, fixtureB, 0)
 {
     Debug.Assert(FixtureA.GetShapeType() == ShapeType.Polygon);
     Debug.Assert(FixtureB.GetShapeType() == ShapeType.Circle);
 }