Пример #1
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 //MARK: Misc Helper Funcs
 // Default collision functions.
 static bool DefaultBegin(cpArbiter arb, cpSpace space, object data)
 {
     bool retA = arb.CallWildcardBeginA(space);// cpArbiterCallWildcardBeginA(arb, space);
     bool retB = arb.CallWildcardBeginB(space);// cpArbiterCallWildcardBeginB(arb, space);
     return retA && retB;
 }
Пример #2
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 public static cpArbiterThread ThreadForBody(cpArbiter arb, cpBody body)
 {
     return (arb.body_a == body ? arb.thread_a : arb.thread_b);
 }
Пример #3
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		public static bool CollisionBeginCallbackFunc(cpArbiter arb, cpSpace space, CCPhysicsWorld world)
		{

			cpShape a, b;
			arb.GetShapes(out a, out b);

			CCPhysicsShapeInfo ita = null, itb = null;
			cp.AssertWarn(CCPhysicsShapeInfo.Map.TryGetValue(a, out ita) && CCPhysicsShapeInfo.Map.TryGetValue(b, out itb));
			if (a != null || b != null)
				return false;

			CCPhysicsContact contact = new CCPhysicsContact(ita.getShape(), itb.getShape());
			arb.data = contact;
			contact._contactInfo = arb;

			return world.CollisionBeginCallback(contact);
		}
Пример #4
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		public static void CollisionPostSolveCallbackFunc(cpArbiter arb, cpSpace space, CCPhysicsWorld world)
		{
			world.CollisionPostSolveCallback((CCPhysicsContact)(arb.data));
		}
Пример #5
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 public static void DefaultPostSolve(cpArbiter arb, cpSpace space, object o)
 {
 }
Пример #6
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 public static void DefaultSeparate(cpArbiter arb, cpSpace space, object o)
 {
 }
Пример #7
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        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);
        }
Пример #8
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 public static bool AlwaysCollide(cpArbiter arb, cpSpace space, object data)
 {
     return true;
 }
Пример #9
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		/// <summary>
		/// CREATES A BODY WITH MASS AND INERTIA
		/// </summary>
		/// <param name="mass"></param>
		/// <param name="moment"></param>
		public cpBody(float mass, float moment)
		{

			transform = new cpTransform();

			this.cog = cpVect.Zero;
			this.space = null;

			this.shapeList = null;
			this.arbiterList = null; // These are both wacky linked lists.
			this.constraintList = null;

			velocity_func = UpdateVelocity;
			position_func = UpdatePosition;

			// This stuff is used to track information on the collision graph.
			this.nodeRoot = null;
			this.nodeNext = null;
			this.nodeIdleTime = 0;

			/// Position of the rigid body's center of gravity.
			this.p = cpVect.Zero;
			/// Velocity of the rigid body's center of gravity.
			this.v = cpVect.Zero;
			/// Force acting on the rigid body's center of gravity.
			this.f = cpVect.Zero;


			/// Angular velocity of the body around it's center of gravity in radians/second.
			this.w = 0;
			/// Torque applied to the body around it's center of gravity.
			this.t = 0;

			// This stuff is all private.
			this.v_bias = cpVect.Zero; //x = this.v_biasy = 0;
			this.w_bias = 0;

			this.userData = null;

			this.SetMass(mass);
			this.SetMoment(moment);
			this.SetAngle(0.0f);

		}
Пример #10
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		//public void PushArbiter(cpArbiter arb)
		//{

		//	cp.assertSoft(cpArbiter.ThreadForBody(arb, this).next == null, "Internal Error: Dangling contact graph pointers detected. (A)");
		//	cp.assertSoft(cpArbiter.ThreadForBody(arb, this).prev == null, "Internal Error: Dangling contact graph pointers detected. (B)");

		//	cpArbiter next = this.arbiterList;

		//	cp.assertSoft(next == null || cpArbiter.ThreadForBody(next, this).prev == null, "Internal Error: Dangling contact graph pointers detected. (C)");

		//	cpArbiterThread thread = cpArbiter.ThreadForBody(arb, this);
		//	thread.next = next;

		//	if (next != null)
		//	{
		//		var threadNext = cpArbiter.ThreadForBody(next, this);
		//		threadNext.prev = arb;
		//	}

		//	this.arbiterList = arb;
		//}

		public void PushArbiter(cpArbiter arb)
		{

			cp.AssertSoft((arb.body_a == this ? arb.thread_a.next : arb.thread_b.next) == null,
			"Internal Error: Dangling contact graph pointers detected. (A)");
			cp.AssertSoft((arb.body_a == this ? arb.thread_a.prev : arb.thread_b.prev) == null,
				"Internal Error: Dangling contact graph pointers detected. (B)");

			var next = this.arbiterList;

			cp.AssertSoft(next == null || (next.body_a == this ? next.thread_a.prev : next.thread_b.prev) == null,
				"Internal Error: Dangling contact graph pointers detected. (C)");

			if (arb.body_a == this)
			{
				arb.thread_a.next = next;
			}
			else
			{
				arb.thread_b.next = next;
			}

			if (next != null)
			{
				if (next.body_a == this)
				{
					next.thread_a.prev = arb;
				}
				else
				{
					next.thread_b.prev = arb;
				}
			}
			this.arbiterList = arb;
		}
Пример #11
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 static void DefaultSeparate(cpArbiter arb, cpSpace space, object data)
 {
     arb.CallWildcardSeparateA(space);
     arb.CallWildcardSeparateB(space);
 }
Пример #12
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 static bool DefaultPreSolve(cpArbiter arb, cpSpace space, object data)
 {
     bool retA = arb.CallWildcardPreSolveA(space);
     bool retB = arb.CallWildcardPreSolveB(space);
     return retA && retB;
 }
Пример #13
0
 static void DefaultPostSolve(cpArbiter arb, cpSpace space, object data)
 {
     arb.CallWildcardPostSolveA(space);
     arb.CallWildcardPostSolveB(space);
 }
Пример #14
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        //public static void UnthreadHelper(cpArbiter arb, cpBody body)
        //{
        //    cpArbiterThread thread = arb.ThreadForBody(body);
        //    cpArbiter prev = thread.prev;
        //    cpArbiter next = thread.next;
        //    // thread_x_y is quite ugly, but it avoids making unnecessary js objects per arbiter.
        //    if (prev != null)
        //    {
        //        cpArbiterThread nextPrev = prev.ThreadForBody(body);
        //        nextPrev.next = next;
        //    }
        //    else if (body.arbiterList == arb)
        //    {
        //        // IFF prev is NULL and body->arbiterList == arb, is arb at the head of the list.
        //        // This function may be called for an arbiter that was never in a list.
        //        // In that case, we need to protect it from wiping out the body->arbiterList pointer.
        //        body.arbiterList = next;
        //    }
        //    if (next != null)
        //    {
        //        cpArbiterThread threadNext = next.ThreadForBody(body);
        //        threadNext.prev = prev;
        //    }
        //    thread.prev = null;
        //    thread.next = null;
        //}
        public static void UnthreadHelper(cpArbiter arb, cpBody body, cpArbiter prev, cpArbiter next)
        {
            // thread_x_y is quite ugly, but it avoids making unnecessary js objects per arbiter.
            if (prev != null)
            {
                // cpArbiterThreadForBody(prev, body)->next = next;
                if (prev.body_a == body)
                {
                    prev.thread_a.next = next;
                }
                else
                {
                    prev.thread_b.next = next;
                }
            }
            else
            {
                body.arbiterList = next;
            }

            if (next != null)
            {
                // cpArbiterThreadForBody(next, body)->prev = prev;
                if (next.body_a == body)
                {
                    next.thread_a.prev = prev;
                }
                else
                {
                    next.thread_b.prev = prev;
                }
            }
        }
Пример #15
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 static void DoNothing(cpArbiter arb, cpSpace space, object data)
 {
 }
Пример #16
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 public cpArbiterThread(cpArbiter next, cpArbiter prev)
 {
     this.next = next;
     this.prev = prev;
 }
Пример #17
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 public void UncacheArbiter(cpArbiter arb)
 {
     cachedArbiters.Remove(arb.Key);
     arbiters.Remove(arb);
 }
Пример #18
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 public static bool DefaultBegin(cpArbiter arb, cpSpace space, object o)
 {
     return true;
 }
Пример #19
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 static void DefaultPostSolve(cpArbiter arb, cpSpace space, object data)
 {
     arb.CallWildcardPostSolveA(space);
     arb.CallWildcardPostSolveB(space);
 }
Пример #20
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 public static bool DefaultPreSolve(cpArbiter arb, cpSpace space, object o)
 {
     return true;
 }
Пример #21
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 static void DefaultSeparate(cpArbiter arb, cpSpace space, object data)
 {
     arb.CallWildcardSeparateA(space);
     arb.CallWildcardSeparateB(space);
 }
Пример #22
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 public static void DoNothing(cpArbiter arb, cpSpace space, object data)
 {
 }
Пример #23
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 static bool AlwaysCollide(cpArbiter arb, cpSpace space, object data)
 {
     return(true);
 }
Пример #24
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		public static bool CollisionPreSolveCallbackFunc(cpArbiter arb, cpSpace space, CCPhysicsWorld world)
		{
			return world.CollisionPreSolveCallback((CCPhysicsContact)(arb.data));
		}
Пример #25
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 // Equal function for arbiterSet.
 public static bool SetEql(cpShape[] shapes, cpArbiter arb)
 {
     cpShape a = shapes[0];
     cpShape b = shapes[1];
     return ((a == arb.a && b == arb.b) || (b == arb.a && a == arb.b));
 }
Пример #26
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		public static void CollisionSeparateCallbackFunc(cpArbiter arb, cpSpace space, CCPhysicsWorld world)
		{

			CCPhysicsContact contact = (CCPhysicsContact)(arb.data);
			if (contact != null)
				world.CollisionSeparateCallback(contact);
			//delete contact;
		}
Пример #27
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 public void UncacheArbiter(cpArbiter arb)
 {
     cachedArbiters.Remove(arb.Key);
     arbiters.Remove(arb);
 }