/// <summary> /// Create a new instance of the <see cref="World"/> class. /// </summary> /// <param name="collision">The collisionSystem which is used to detect /// collisions. See for example: <see cref="CollisionSystemSAP"/> /// or <see cref="CollisionSystemBrute"/>. /// </param> public World(CollisionSystem collision) { if (collision == null) { throw new ArgumentNullException("The CollisionSystem can't be null.", "collision"); } RigidBody.instanceCount = 0; Constraint.instanceCount = 0; arbiterCallback = new Action <object>(ArbiterCallback); integrateCallback = new Action <object>(IntegrateCallback); // Create the readonly wrappers this.RigidBodies = new ReadOnlyHashset <RigidBody>(rigidBodies); this.Constraints = new ReadOnlyHashset <Constraint>(constraints); this.SoftBodies = new ReadOnlyHashset <SoftBody>(softbodies); this.CollisionSystem = collision; collisionDetectionHandler = new CollisionDetectedHandler(CollisionDetected); this.CollisionSystem.CollisionDetected += collisionDetectionHandler; this.arbiterMap = new ArbiterMap(); this.arbiterTriggerMap = new ArbiterMap(); AllowDeactivation = false; }
private void UpdateContacts(ArbiterMap selectedArbiterMap) { foreach (Arbiter arbiter in selectedArbiterMap.Arbiters) { UpdateArbiterContacts(arbiter); } while (removedArbiterStack.Count > 0) { Arbiter arbiter = removedArbiterStack.Pop(); Arbiter.Pool.GiveBack(arbiter); selectedArbiterMap.Remove(arbiter); if (selectedArbiterMap == arbiterMap) { removedArbiterQueue.Enqueue(arbiter); events.RaiseBodiesEndCollide(arbiter.body1, arbiter.body2); cacheOverPairContact.SetBodies(arbiter.body1, arbiter.body2); Contact.Pool.GiveBack(initialCollisions[cacheOverPairContact]); initialCollisions.Remove(cacheOverPairContact); } else { if (arbiter.body1.isColliderOnly) { events.RaiseTriggerEndCollide(arbiter.body1, arbiter.body2); } else { events.RaiseTriggerEndCollide(arbiter.body2, arbiter.body1); } cacheOverPairContact.SetBodies(arbiter.body1, arbiter.body2); Contact.Pool.GiveBack(initialTriggers[cacheOverPairContact]); initialTriggers.Remove(cacheOverPairContact); } } }
private void CollisionDetected(RigidBody body1, RigidBody body2, TSVector point1, TSVector point2, TSVector normal, FP penetration) { bool anyBodyColliderOnly = body1.IsColliderOnly || body2.IsColliderOnly; Arbiter arbiter = null; ArbiterMap selectedArbiterMap = null; if (anyBodyColliderOnly) { selectedArbiterMap = arbiterTriggerMap; } else { selectedArbiterMap = arbiterMap; } bool arbiterCreated = false; lock (selectedArbiterMap) { selectedArbiterMap.LookUpArbiter(body1, body2, out arbiter); if (arbiter == null) { arbiter = Arbiter.Pool.GetNew(); arbiter.body1 = body1; arbiter.body2 = body2; selectedArbiterMap.Add(new ArbiterKey(body1, body2), arbiter); arbiterCreated = true; } } Contact contact = null; if (arbiter.body1 == body1) { TSVector.Negate(ref normal, out normal); contact = arbiter.AddContact(point1, point2, normal, penetration, contactSettings); } else { contact = arbiter.AddContact(point2, point1, normal, penetration, contactSettings); } if (arbiterCreated) { if (anyBodyColliderOnly) { /*if (body1.isColliderOnly) { * events.RaiseTriggerBeginCollide(body1, body2); * } else { * events.RaiseTriggerBeginCollide(body2, body1); * }*/ events.RaiseTriggerBeginCollide(contact); body1.arbitersTrigger.Add(arbiter); body2.arbitersTrigger.Add(arbiter); OverlapPairContact overlapContact = new OverlapPairContact(body1, body2); overlapContact.contact = contact; initialTriggers.Add(overlapContact); } else { events.RaiseBodiesBeginCollide(contact); addedArbiterQueue.Enqueue(arbiter); OverlapPairContact overlapContact = new OverlapPairContact(body1, body2); overlapContact.contact = contact; initialCollisions.Add(overlapContact); } } else if (contact != null) { cacheOverPairContact.SetBodies(body1, body2); //if (!initialTriggers.Contains(cacheOverPairContact)) Debug.LogWarning("不包含=========="); int cacheOverPairContactHashCode = cacheOverPairContact.GetHashCode(); //cacheOverPairContact.contact = contact;//为什么不在这里这里赋值?因为cacheOverPairContact居然不一定能正确拿到对应在initialTriggers里面的op //所以只能在下面循环查找出对应的实例化对象 for (int index = 0, length = initialTriggers.Count; index < length; index++) { OverlapPairContact op = initialTriggers[index]; if (op.GetHashCode() == cacheOverPairContactHashCode) { op.contact = contact; //Debug.LogErrorFormat("包含3=====:法向量{0},穿透{1},哈希{2}", op.contact.normal.ToString(), op.contact.Penetration, op.GetHashCode()); } } } if (!anyBodyColliderOnly && contact != null) { events.RaiseContactCreated(contact); } }
private void CollisionDetected(RigidBody body1, RigidBody body2, TSVector point1, TSVector point2, TSVector normal, FP penetration) { bool anyBodyColliderOnly = body1.IsColliderOnly || body2.IsColliderOnly; Arbiter arbiter = null; ArbiterMap selectedArbiterMap = null; if (anyBodyColliderOnly) { selectedArbiterMap = arbiterTriggerMap; } else { selectedArbiterMap = arbiterMap; } bool arbiterCreated = false; lock (selectedArbiterMap) { selectedArbiterMap.LookUpArbiter(body1, body2, out arbiter); if (arbiter == null) { arbiter = Arbiter.Pool.GetNew(); arbiter.body1 = body1; arbiter.body2 = body2; selectedArbiterMap.Add(new ArbiterKey(body1, body2), arbiter); arbiterCreated = true; } } Contact contact = null; if (arbiter.body1 == body1) { TSVector.Negate(ref normal, out normal); contact = arbiter.AddContact(point1, point2, normal, penetration, contactSettings); } else { contact = arbiter.AddContact(point2, point1, normal, penetration, contactSettings); } if (arbiterCreated) { if (anyBodyColliderOnly) { /*if (body1.isColliderOnly) { * events.RaiseTriggerBeginCollide(body1, body2); * } else { * events.RaiseTriggerBeginCollide(body2, body1); * }*/ events.RaiseTriggerBeginCollide(contact); body1.arbitersTrigger.Add(arbiter); body2.arbitersTrigger.Add(arbiter); OverlapPairContact overlapContact = new OverlapPairContact(body1, body2); overlapContact.contact = contact; initialTriggers.Add(overlapContact); } else { events.RaiseBodiesBeginCollide(contact); addedArbiterQueue.Enqueue(arbiter); OverlapPairContact overlapContact = new OverlapPairContact(body1, body2); overlapContact.contact = contact; initialCollisions.Add(overlapContact); } } if (!anyBodyColliderOnly && contact != null) { events.RaiseContactCreated(contact); } }