internal void Synchronize(BroadPhase broadPhase, ref Transform transform1, ref Transform transform2) { if (_proxyCount == 0) { return; } for (int i = 0; i < _proxyCount; ++i) { FixtureProxy proxy = _proxies[i]; // Compute an AABB that covers the swept Shape (may miss some rotation effect). AABB aabb1, aabb2; _shape.ComputeAABB(out aabb1, ref transform1, proxy.childIndex); _shape.ComputeAABB(out aabb2, ref transform2, proxy.childIndex); proxy.aabb.Combine(ref aabb1, ref aabb2); Vector2 displacement = transform2.Position - transform1.Position; broadPhase.MoveProxy(proxy.proxyId, ref proxy.aabb, displacement); } }
// We need separation create/destroy functions from the constructor/destructor because // the destructor cannot access the allocator or broad-phase (no destructor arguments allowed by C++). internal void Create(Body body, FixtureDef def) { _userData = def.userData; _friction = def.friction; _restitution = def.restitution; _body = body; _next = null; _filter = def.filter; _isSensor = def.isSensor; _shape = def.shape.Clone(); // Reserve proxy space int childCount = _shape.GetChildCount(); _proxies = new FixtureProxy[childCount]; for (int i = 0; i < childCount; ++i) { _proxies[i] = new FixtureProxy(); _proxies[i].fixture = null; _proxies[i].proxyId = BroadPhase.NullProxy; } _proxyCount = 0; _density = def.density; }
// Broad-phase callback. internal void AddPair(FixtureProxy proxyA, FixtureProxy proxyB) { Fixture fixtureA = proxyA.fixture; Fixture fixtureB = proxyB.fixture; int indexA = proxyA.childIndex; int indexB = proxyB.childIndex; Body bodyA = fixtureA.GetBody(); Body bodyB = fixtureB.GetBody(); // Are the fixtures on the same body? if (bodyA == bodyB) { return; } // Does a contact already exist? ContactEdge edge = bodyB.GetContactList(); while (edge != null) { if (edge.Other == bodyA) { Fixture fA = edge.Contact.GetFixtureA(); Fixture fB = edge.Contact.GetFixtureB(); int iA = edge.Contact.GetChildIndexA(); int iB = edge.Contact.GetChildIndexB(); if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB) { // A contact already exists. return; } if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA) { // A contact already exists. return; } } edge = edge.Next; } // Does a joint override collision? Is at least one body dynamic? if (bodyB.ShouldCollide(bodyA) == false) { return; } // Check user filtering. if (ContactFilter != null && ContactFilter.ShouldCollide(fixtureA, fixtureB) == false) { return; } // Call the factory. Contact c = Contact.Create(fixtureA, indexA, fixtureB, indexB); // Contact creation may swap fixtures. fixtureA = c.GetFixtureA(); fixtureB = c.GetFixtureB(); indexA = c.GetChildIndexA(); indexB = c.GetChildIndexB(); bodyA = fixtureA.GetBody(); bodyB = fixtureB.GetBody(); // Insert into the world. c._prev = null; c._next = _contactList; if (_contactList != null) { _contactList._prev = c; } _contactList = c; // Connect to island graph. // Connect to body A c._nodeA.Contact = c; c._nodeA.Other = bodyB; c._nodeA.Prev = null; c._nodeA.Next = bodyA._contactList; if (bodyA._contactList != null) { bodyA._contactList.Prev = c._nodeA; } bodyA._contactList = c._nodeA; // Connect to body B c._nodeB.Contact = c; c._nodeB.Other = bodyA; c._nodeB.Prev = null; c._nodeB.Next = bodyB._contactList; if (bodyB._contactList != null) { bodyB._contactList.Prev = c._nodeB; } bodyB._contactList = c._nodeB; ++_contactCount; }
bool QueryAABBCallbackWrapper(int proxyId) { FixtureProxy proxy = (FixtureProxy)_contactManager._broadPhase.GetUserData(proxyId); return(_queryAABBCallback(proxy)); }
/// Call this to draw shapes and other debug draw data. public void DrawDebugData() { if (DebugDraw == null) { return; } DebugDrawFlags flags = DebugDraw.Flags; if ((flags & DebugDrawFlags.Shape) == DebugDrawFlags.Shape) { for (Body b = _bodyList; b != null; b = b.GetNext()) { Transform xf; b.GetTransform(out xf); for (Fixture f = b.GetFixtureList(); f != null; f = f.GetNext()) { if (b.IsActive() == false) { DrawShape(f, xf, new Color(0.5f, 0.5f, 0.3f)); } else if (b.GetType() == BodyType.Static) { DrawShape(f, xf, new Color(0.5f, 0.9f, 0.5f)); } else if (b.GetType() == BodyType.Kinematic) { DrawShape(f, xf, new Color(0.5f, 0.5f, 0.9f)); } else if (b.IsAwake() == false) { DrawShape(f, xf, new Color(0.6f, 0.6f, 0.6f)); } else { DrawShape(f, xf, new Color(0.9f, 0.7f, 0.7f)); } } } } if ((flags & DebugDrawFlags.Joint) == DebugDrawFlags.Joint) { for (Joint j = _jointList; j != null; j = j.GetNext()) { DrawJoint(j); } } if ((flags & DebugDrawFlags.Pair) == DebugDrawFlags.Pair) { Color color = new Color(0.3f, 0.9f, 0.9f); for (Contact c = _contactManager._contactList; c != null; c = c.GetNext()) { /* * Fixture fixtureA = c.GetFixtureA(); * Fixture fixtureB = c.GetFixtureB(); * * AABB aabbA; * AABB aabbB; * fixtureA.GetAABB(out aabbA); * fixtureB.GetAABB(out aabbB); * * Vector2 cA = aabbA.GetCenter(); * Vector2 cB = aabbB.GetCenter(); * * DebugDraw.DrawSegment(cA, cB, color); */ } } if ((flags & DebugDrawFlags.AABB) == DebugDrawFlags.AABB) { Color color = new Color(0.9f, 0.3f, 0.9f); BroadPhase bp = _contactManager._broadPhase; for (Body b = _bodyList; b != null; b = b.GetNext()) { if (b.IsActive() == false) { continue; } for (Fixture f = b.GetFixtureList(); f != null; f = f.GetNext()) { for (int i = 0; i < f._proxyCount; ++i) { FixtureProxy proxy = f._proxies[i]; AABB aabb; bp.GetFatAABB(proxy.proxyId, out aabb); FixedArray8 <Vector2> vs = new FixedArray8 <Vector2>(); vs[0] = new Vector2(aabb.lowerBound.X, aabb.lowerBound.Y); vs[1] = new Vector2(aabb.upperBound.X, aabb.lowerBound.Y); vs[2] = new Vector2(aabb.upperBound.X, aabb.upperBound.Y); vs[3] = new Vector2(aabb.lowerBound.X, aabb.upperBound.Y); DebugDraw.DrawPolygon(ref vs, 4, color); } } } } if ((flags & DebugDrawFlags.CenterOfMass) == DebugDrawFlags.CenterOfMass) { for (Body b = _bodyList; b != null; b = b.GetNext()) { Transform xf; b.GetTransform(out xf); xf.Position = b.GetWorldCenter(); DebugDraw.DrawTransform(ref xf); } } }