public void AddManifold(Manifold m)
 {
     contacts.Add(m);
 }
Пример #2
0
        public override void CheckCollisionBody(Body other)
        {
            //if (!active || !other.active) { return; }
            //if (exclusions.Contains(other)) return;
            if (invmass == 0 && other.invmass == 0)
                return;

            Manifold m = new Manifold(this, other);
            m.Solve();

            if (m.contact_count > 0)
            {
                if (DoExclusionCheck(other)) return;
                if (HandlersEnabled)
                {
                    //todo:add to handler list
                    if (OnCollisionStay != null)
                    {
                        OnCollisionStay(parent, other.parent);
                    }
                    bool parentEnter = OnCollisionEnter != null;
                    if (parentEnter || OnCollisionExit != null || OnCollisionFirstEnter != null || OnCollisionAllExit != null)
                    {
                        HashSet<Collider> lastframe = previousCollision;
                        HashSet<Collider> thisframe = currentCollision;
                        thisframe.Add(other);
                        if (!lastframe.Contains(other) && parentEnter)
                        {
                            OnCollisionEnter(parent, other.parent);
                        }
                    }
                }
                if (other.HandlersEnabled)
                {
                    if (other.OnCollisionStay != null)
                    {
                        other.OnCollisionStay(other.parent, parent);
                    }
                    bool otherEnter = other.OnCollisionEnter != null;
                    if (otherEnter || other.OnCollisionExit != null || other.OnCollisionFirstEnter != null || other.OnCollisionAllExit != null)
                    {
                        //HashSet<Node> lastframe = other.collision.currentIsCol1 ? other.collision.collisions1 : other.collision.collisions2;
                        //HashSet<Node> thisframe = !other.collision.currentIsCol1 ? other.collision.collisions1 : other.collision.collisions2;
                        HashSet<Collider> lastframe = other.previousCollision;
                        HashSet<Collider> thisframe = other.currentCollision;
                        thisframe.Add(this);
                        if (!lastframe.Contains(this) && otherEnter)
                        {
                            other.OnCollisionEnter(other.parent, parent);
                        }
                    }
                }
                if (DoExclusionCheckResolution(other)) return;
                if (isSolid && other.isSolid)
                    room.collisionManager.AddManifold(m);
            }
        }
 //only for links (no handlers)
 public override void AffectOther(Node other)
 {
     if (!active) return;
     Manifold m = new Manifold(parent.body, other.body);
     m.Solve();
     if (m.contact_count > 0)
     {
         room.collisionManager.AddManifold(m);
     }
 }
        public static bool PolygontoPolygon(Manifold m, Collider a, Collider b)
        {
            Polygon A = (Polygon)a.shape;
            Polygon B = (Polygon)b.shape;
            m.contact_count = 0;

            // Check for a separating axis with A's face planes
            int faceA = 0;
            double penetrationA = FindAxisLeastPenetration(ref faceA, A, B);
            if (penetrationA >= 0.0f)
                return false;

            // Check for a separating axis with B's face planes
            int faceB = 0;
            double penetrationB = FindAxisLeastPenetration(ref faceB, B, A);
            if (penetrationB >= 0.0f)
                return false;

            int referenceIndex;
            bool flip; // Always point from a to b

            Polygon RefPoly; // Reference
            Polygon IncPoly; // Incident

            // Determine which shape contains reference face
            if (GMath.BiasGreaterThan(penetrationA, penetrationB))
            {
                RefPoly = A;
                IncPoly = B;
                referenceIndex = faceA;
                flip = false;
            }

            else
            {
                RefPoly = B;
                IncPoly = A;
                referenceIndex = faceB;
                flip = true;
            }

            // World space incident face
            Vector2[] incidentFace = new Vector2[2];
            FindIncidentFace(ref incidentFace, RefPoly, IncPoly, referenceIndex);

            //        y
            //        ^  .n       ^
            //      +---c ------posPlane--
            //  x < | i |\
            //      +---+ c-----negPlane--
            //             \       v
            //              r
            //
            //  r : reference face
            //  i : incident poly
            //  c : clipped point
            //  n : incident normal

            // Setup reference face vertices
            Vector2 v1 = RefPoly.vertices[referenceIndex];
            referenceIndex = referenceIndex + 1 == RefPoly.vertexCount ? 0 : referenceIndex + 1;
            Vector2 v2 = RefPoly.vertices[referenceIndex];

            // Transform vertices to world space
            v1 = RefPoly.u * v1 + RefPoly.body.pos;
            v2 = RefPoly.u * v2 + RefPoly.body.pos;

            // Calculate reference face side normal in world space
            Vector2 sidePlaneNormal = (v2 - v1);
            VMath.NormalizeSafe(ref sidePlaneNormal);

            // Orthogonalize
            Vector2 refFaceNormal = new Vector2(sidePlaneNormal.Y, -sidePlaneNormal.X);

            // ax + by = c
            // c is distance from origin
            double refC = Vector2.Dot(refFaceNormal, v1);
            double negSide = -Vector2.Dot(sidePlaneNormal, v1);
            double posSide = Vector2.Dot(sidePlaneNormal, v2);

            // Clip incident face to reference face side planes
            if (Clip(-sidePlaneNormal, negSide, ref incidentFace) < 2)
                return false; // Due to floating point error, possible to not have required points

            if (Clip(sidePlaneNormal, posSide, ref incidentFace) < 2)
                return false; // Due to floating point error, possible to not have required points

            // Flip
            m.normal = flip ? -refFaceNormal : refFaceNormal;

            // Keep points behind reference face
            int cp = 0; // clipped points behind reference face
            double separation = Vector2.Dot(refFaceNormal, incidentFace[0]) - refC;
            if (separation <= 0.0f)
            {
                m.contacts[cp] = incidentFace[0];
                m.penetration = -separation;
                ++cp;
            }
            else
                m.penetration = 0;

            separation = Vector2.Dot(refFaceNormal, incidentFace[1]) - refC;
            if (separation <= 0.0f)
            {
                m.contacts[cp] = incidentFace[1];

                m.penetration += -separation;
                ++cp;

                // Average penetration
                m.penetration /= (double)cp;
            }

            m.contact_count = cp;
            return cp > 0;
        }
 public static bool PolygontoCircle(Manifold m, Collider a, Collider b)
 {
     bool ret = CircletoPolygon(m, b, a);
     m.normal = -m.normal;
     return ret;
 }
        public static bool CircletoPolygon(Manifold m, Collider a, Collider b)
        {
            Circle A = (Circle)a.shape;
            Polygon B = (Polygon)b.shape;
            m.contact_count = 0;

            // Transform circle center to Polygon model space
            Vector2 center = a.pos;
            center = B.u.Transpose() * (center - b.pos);

            // Find edge with minimum penetration
            // Exact concept as using support points in Polygon vs Polygon
            double separation = -float.MaxValue;
            int faceNormal = 0;
            for (int i = 0; i < B.vertexCount; ++i)
            {
                double s = Vector2.Dot(B.normals[i], center - B.vertices[i]);

                if (s > A.radius)
                {
                    return false;
                }

                if (s > separation)
                {
                    separation = s;
                    faceNormal = i;
                }
            }

            // Grab face's vertices
            Vector2 v1 = B.vertices[faceNormal];
            int i2 = faceNormal + 1 < B.vertexCount ? faceNormal + 1 : 0;
            Vector2 v2 = B.vertices[i2];

            // Check to see if center is within polygon
            if (separation < GMath.EPSILON)
            {
                m.contact_count = 1;
                m.normal = -(B.u * B.normals[faceNormal]);
                m.contacts[0] = VMath.MultVectDouble(m.normal, A.radius) + a.pos;
                m.penetration = A.radius;
                return true;
            }

            // Determine which voronoi region of the edge center of circle lies within
            double dot1 = Vector2.Dot(center - v1, v2 - v1);
            double dot2 = Vector2.Dot(center - v2, v1 - v2);
            m.penetration = A.radius - separation;

            // Closest to v1
            if (dot1 <= 0.0f)
            {
                if (Vector2.DistanceSquared(center, v1) > A.radius * A.radius)
                {
                    return false;
                }
                m.contact_count = 1;
                Vector2 n = v1 - center;
                n = B.u * n;
                VMath.NormalizeSafe(ref n);
                m.normal = n;
                v1 = B.u * v1 + b.pos;
                m.contacts[0] = v1;
            }
            // Closest to v2
            else if (dot2 <= 0.0f)
            {
                if (Vector2.DistanceSquared(center, v2) > A.radius * A.radius)
                {
                    return false;
                }

                m.contact_count = 1;
                Vector2 n = v2 - center;
                v2 = B.u * v2 + b.pos;
                m.contacts[0] = v2;
                n = B.u * n;
                VMath.NormalizeSafe(ref n);
                m.normal = n;
            }
            // Closest to face
            else
            {
                Vector2 n = B.normals[faceNormal];
                if (Vector2.Dot(center - v1, n) > A.radius)
                {
                    return false;
                }

                n = B.u * n;
                m.normal = -n;
                m.contacts[0] = VMath.MultVectDouble(m.normal, A.radius) + a.pos;
                m.contact_count = 1;
            }
            return true;
        }
        public static bool CircletoCircle(Manifold m, Collider a, Collider b)
        {
            Circle ca = (Circle)a.shape;
            Circle cb = (Circle)b.shape;
            Vector2 normal = b.pos - a.pos;
            float distSquared = normal.LengthSquared();
            double radius = a.radius + b.radius;

            if (distSquared >= (float)(radius * radius))
            {
                m.contact_count = 0;
                return false;
            }

            double distance = Math.Sqrt(distSquared);
            m.contact_count = 1;

            if (distance == 0)
            {
                m.penetration = ca.radius;
                m.normal = new Vector2(1, 0);
                m.contacts[0] = a.pos;
            }
            else
            {
                m.penetration = radius - distance;
                m.normal = VMath.MultVectDouble(normal, 1.0 / distance); //normal / distance;
                m.contacts[0] = VMath.MultVectDouble(m.normal, ca.radius) + a.pos; //m.normal * ca.radius + a.body.position;
            }
            return true;
        }