/// Test if a point lies within a shape. public static cpContactPointSet Collide(cpShape a, cpShape b, ref List <cpContact> contacts) { //cpContact[] contacts = new cpContact[cpArbiter.CP_MAX_CONTACTS_PER_ARBITER]; cpCollisionInfo info = cpCollision.cpCollide(a, b, 0, ref contacts); cpContactPointSet set = new cpContactPointSet(); set.count = info.count; set.points = new PointsDistance[set.count]; // cpCollideShapes() may have swapped the contact order. Flip the normal. bool swapped = (a != info.a); set.normal = (swapped ? cpVect.cpvneg(info.n) : info.n); for (int i = 0; i < info.count; i++) { cpVect p1 = contacts[i].r1; cpVect p2 = contacts[i].r2; set.points[i] = new PointsDistance(); set.points[i].pointA = (swapped ? p2 : p1); set.points[i].pointB = (swapped ? p1 : p2); set.points[i].distance = cpVect.cpvdot(cpVect.cpvsub(p2, p1), set.normal); } return(set); }
public static void InfoPushContact(ref cpCollisionInfo info, cpVect p1, cpVect p2, ulong hash) { cp.AssertSoft(info.count <= cpArbiter.CP_MAX_CONTACTS_PER_ARBITER, "Internal error: Tried to push too many contacts."); info.arr.Add(new cpContact(p1, p2, hash)); //info.arr[info.count] = ; info.count++; // = count++; }
public ulong CollideShapes(cpShape a, cpShape b, ulong id) { // It would be nicer to use .bind() or something, but this is faster. //return new Action<object, object>((obj1, obj2) => //{// Reject any of the simple cases if (QueryReject(a, b)) { return(id); } //contactsBuffer.Clear(); List <cpContact> contacts = new List <cpContact>(); // Narrow-phase collision detection. //int numContacts = cpCollideShapes(a, b, contacts); cpCollisionInfo info = cpCollision.cpCollide(a, b, id, ref contacts); if (info.count == 0) { return(info.id); // Shapes are not colliding. } // Get an arbiter from space.arbiterSet for the two shapes. // This is where the persistant contact magic comes from. var arbHash = cp.CP_HASH_PAIR(info.a.hashid, info.b.hashid); cpArbiter arb; if (!cachedArbiters.TryGetValue(arbHash, out arb)) { arb = new cpArbiter(a, b); cachedArbiters.Add(arbHash, arb); } arb.Update(info, this); cpCollisionHandler handler = arb.handler; //LookupHandler(a.type, b.type, defaultHandler); // Call the begin function first if it's the first step if (arb.state == cpArbiterState.FirstCollision && !handler.beginFunc(arb, this, null)) { arb.Ignore(); // permanently ignore the collision until separation } if ( // Ignore the arbiter if it has been flagged (arb.state != cpArbiterState.Ignore) && // Call preSolve handler.preSolveFunc(arb, this, handler.userData) && !(a.sensor || b.sensor) && // Process, but don't add collisions for sensors. !(a.body.m == cp.Infinity && b.body.m == cp.Infinity) ) { this.arbiters.Add(arb); } else { //cpSpacePopContacts(space, numContacts); arb.contacts.Clear(); // Normally arbiters are set as used after calling the post-solve callback. // However, post-solve callbacks are not called for sensors or arbiters rejected from pre-solve. if (arb.state != cpArbiterState.Ignore) { arb.state = cpArbiterState.Normal; } } // Time stamp the arbiter so we know it was used recently. arb.stamp = this.stamp; // }); return(info.id); }
public void Update(cpCollisionInfo info, cpSpace space) { cpShape a = info.a, b = info.b; // For collisions between two similar primitive types, the order could have been swapped since the last frame. this.a = a; this.body_a = a.body; this.b = b; this.body_b = b.body; // Iterate over the possible pairs to look for hash value matches. for (int i = 0; i < info.count; i++) { cpContact con = info.arr[i]; // r1 and r2 store absolute offsets at init time. // Need to convert them to relative offsets. con.r1 = cpVect.cpvsub(con.r1, a.body.p); con.r2 = cpVect.cpvsub(con.r2, b.body.p); // Cached impulses are not zeroed at init time. con.jnAcc = con.jtAcc = 0.0f; for (int j = 0; j < this.Count; j++) { cpContact old = this.contacts[j]; // This could trigger false positives, but is fairly unlikely nor serious if it does. if (con.hash == old.hash) { // Copy the persistant contact information. con.jnAcc = old.jnAcc; con.jtAcc = old.jtAcc; } } } //TODO: revise this.contacts = info.arr; //this.count = info.count; this.n = info.n; this.e = a.e * b.e; this.u = a.u * b.u; cpVect surface_vr = cpVect.cpvsub(b.surfaceV, a.surfaceV); this.surface_vr = cpVect.cpvsub(surface_vr, cpVect.cpvmult(info.n, cpVect.cpvdot(surface_vr, info.n))); ulong typeA = info.a.type, typeB = info.b.type; cpCollisionHandler defaultHandler = space.defaultHandler; cpCollisionHandler handler = this.handler = space.LookupHandler(typeA, typeB, defaultHandler); // Check if the types match, but don't swap for a default handler which use the wildcard for type A. bool swapped = this.swapped = (typeA != handler.typeA && handler.typeA != cp.WILDCARD_COLLISION_TYPE); if (handler != defaultHandler || space.usesWildcards) { // The order of the main handler swaps the wildcard handlers too. Uffda. this.handlerA = space.LookupHandler(swapped ? typeB : typeA, cp.WILDCARD_COLLISION_TYPE, cpCollisionHandler.cpCollisionHandlerDoNothing); this.handlerB = space.LookupHandler(swapped ? typeA : typeB, cp.WILDCARD_COLLISION_TYPE, cpCollisionHandler.cpCollisionHandlerDoNothing); } // mark it as new if it's been cached if (this.state == cpArbiterState.Cached) { this.state = cpArbiterState.FirstCollision; } }