public int AddProxy(ref FixtureProxy proxy)
    {
        int proxyID = _currID++;
        proxy.ProxyId = proxyID;
        AABB aabb = Fatten(ref proxy.AABB);
        Element<FixtureProxy> qtnode = new Element<FixtureProxy>(proxy, aabb);

        _idRegister.Add(proxyID, qtnode);
        _quadTree.AddNode(qtnode);

        return proxyID;
    }
Пример #2
0
        // These support body activation/deactivation.
        internal void CreateProxies(IBroadPhase broadPhase, ref Transform xf)
        {
            Debug.Assert(ProxyCount == 0);

            // Create proxies in the broad-phase.
            ProxyCount = Shape.ChildCount;

            for (int i = 0; i < ProxyCount; ++i)
            {
                FixtureProxy proxy = new FixtureProxy();
                Shape.ComputeAABB(out proxy.AABB, ref xf, i);

                proxy.Fixture = this;
                proxy.ChildIndex = i;
                proxy.ProxyId = broadPhase.AddProxy(ref proxy);

                Proxies[i] = proxy;
            }
        }
Пример #3
0
        // Broad-phase callback.
        private void AddPair(ref FixtureProxy proxyA, ref FixtureProxy proxyB)
        {
            Fixture fixtureA = proxyA.Fixture;
            Fixture fixtureB = proxyB.Fixture;

            int indexA = proxyA.ChildIndex;
            int indexB = proxyB.ChildIndex;

            PhysicsBody bodyA = fixtureA.Body;
            PhysicsBody bodyB = fixtureB.Body;

            // Are the fixtures on the same body?
            if (bodyA == bodyB)
            {
                return;
            }

            // Does a contact already exist?
            ContactEdge edge = bodyB.ContactList;
            while (edge != null)
            {
                if (edge.Other == bodyA)
                {
                    Fixture fA = edge.Contact.FixtureA;
                    Fixture fB = edge.Contact.FixtureB;
                    int iA = edge.Contact.ChildIndexA;
                    int iB = edge.Contact.ChildIndexB;

                    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 default filter
            if (ShouldCollide(fixtureA, fixtureB) == false)
                return;

            // Check user filtering.
            if (ContactFilter != null && ContactFilter(fixtureA, fixtureB) == false)
                return;

            if (fixtureA.BeforeCollision != null && fixtureA.BeforeCollision(fixtureA, fixtureB) == false)
                return;

            if (fixtureB.BeforeCollision != null && fixtureB.BeforeCollision(fixtureB, fixtureA) == false)
                return;

            // Call the factory.
            Contact c = Contact.Create(fixtureA, indexA, fixtureB, indexB);

            // Contact creation may swap fixtures.
            fixtureA = c.FixtureA;
            fixtureB = c.FixtureB;
            bodyA = fixtureA.Body;
            bodyB = fixtureB.Body;

            // Insert into the world.
            ContactList.Add(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;
        }