Пример #1
0
        // Find islands, integrate and solveraints, solve positionraints
        public void Solve(b2TimeStep step)
        {
            m_profile.solveInit     = 0.0f;
            m_profile.solveVelocity = 0.0f;
            m_profile.solvePosition = 0.0f;

            // Size the island for the worst case.
            b2Island island = new b2Island(m_bodyCount,
                                           m_contactManager.ContactCount,
                                           m_jointCount,
                                           m_contactManager.ContactListener);

            // Clear all the island flags.
            for (b2Body b = m_bodyList; b != null; b = b.Next)
            {
                b.BodyFlags &= ~b2BodyFlags.e_islandFlag;
            }
            for (b2Contact c = m_contactManager.ContactList; c != null; c = c.Next)
            {
                c.ContactFlags &= ~b2ContactFlags.e_islandFlag;
            }
            for (b2Joint j = m_jointList; j; j = j.Next)
            {
                j.m_islandFlag = false;
            }

            // Build and simulate all awake islands.
            int stackSize = m_bodyCount;

            b2Body[] stack = new b2Body[stackSize];
            for (b2Body seed = m_bodyList; seed != null; seed = seed.Next)
            {
                if (seed.BodyFlags & b2BodyFlags.e_islandFlag)
                {
                    continue;
                }

                if (seed.IsAwake() == false || seed.IsActive() == false)
                {
                    continue;
                }

                // The seed can be dynamic or kinematic.
                if (seed.BodyType == b2BodyType.b2_staticBody)
                {
                    continue;
                }

                // Reset island and stack.
                island.Clear();
                int stackCount = 0;
                stack[stackCount++] = seed;
                seed.BodyFlags     |= b2BodyFlags.e_islandFlag;

                // Perform a depth first search (DFS) on theraint graph.
                while (stackCount > 0)
                {
                    // Grab the next body off the stack and add it to the island.
                    b2Body b = stack[--stackCount];
                    island.Add(b);

                    // Make sure the body is awake.
                    b.SetAwake(true);

                    // To keep islands as small as possible, we don't
                    // propagate islands across static bodies.
                    if (b.BodyType == b2BodyType.b2_staticBody)
                    {
                        continue;
                    }

                    // Search all contacts connected to this body.
                    for (b2ContactEdge ce = b.ContactList; ce != null; ce = ce.next)
                    {
                        b2Contact contact = ce.contact;

                        // Has this contact already been added to an island?
                        if (contact.ContactFlags & b2ContactFlags.e_islandFlag)
                        {
                            continue;
                        }

                        // Is this contact solid and touching?
                        if (contact.IsEnabled() == false ||
                            contact.IsTouching() == false)
                        {
                            continue;
                        }

                        // Skip sensors.
                        bool sensorA = contact.m_fixtureA.m_isSensor;
                        bool sensorB = contact.m_fixtureB.m_isSensor;
                        if (sensorA || sensorB)
                        {
                            continue;
                        }

                        island.Add(contact);
                        contact.ContactFlags |= b2ContactType.e_islandFlag;

                        b2Body other = ce.other;

                        // Was the other body already added to this island?
                        if ((other.BodyFlags & b2BodyFlags.e_islandFlag) > 0)
                        {
                            continue;
                        }

                        stack[stackCount++] = other;
                        other.BodyFlags    |= b2BodyFlags.e_islandFlag;
                    }

                    // Search all joints connect to this body.
                    for (b2JointEdge je = b.JointList; je; je = je.next)
                    {
                        if (je.joint.IslandFlag == true)
                        {
                            continue;
                        }

                        b2Body other = je.other;

                        // Don't simulate joints connected to inactive bodies.
                        if (other.IsActive() == false)
                        {
                            continue;
                        }

                        island.Add(je.joint);
                        je.joint.m_islandFlag = true;

                        if ((other.BodyFlags & b2BodyFlags.e_islandFlag) > 0)
                        {
                            continue;
                        }

                        stack[stackCount++] = other;
                        other.BodyFlags    |= b2BodyFlags.e_islandFlag;
                    }
                }

                b2Profile profile = island.Solve(step, m_gravity, m_allowSleep);
                m_profile.solveInit     += profile.solveInit;
                m_profile.solveVelocity += profile.solveVelocity;
                m_profile.solvePosition += profile.solvePosition;

                // Post solve cleanup.
                for (int i = 0; i < island.m_bodyCount; ++i)
                {
                    // Allow static bodies to participate in other islands.
                    b2Body b = island.m_bodies[i];
                    if (b.BodyType == b2BodyType.b2_staticBody)
                    {
                        b.BodyFlags &= ~b2BodyFlags.e_islandFlag;
                    }
                }
            }

            {
                b2Timer timer;
                // Synchronize fixtures, check for out of range bodies.
                for (b2Body b = m_bodyList; b != null; b = b.Next)
                {
                    // If a body was not in an island then it did not move.
                    if ((b.BodyFlags & b2BodyType.e_islandFlag) == 0)
                    {
                        continue;
                    }

                    if (b.GetBodyType() == b2BodyType.b2_staticBody)
                    {
                        continue;
                    }

                    // Update fixtures (for broad-phase).
                    b.SynchronizeFixtures();
                }

                // Look for new contacts.
                m_contactManager.FindNewContacts();
                m_profile.broadphase = timer.GetMilliseconds();
            }
        }