Пример #1
0
        // These support body activation/deactivation.
        internal void CreateProxies(IBroadPhase broadPhase, ref Transform xf)
        {
            if (ProxyCount != 0)
            {
                throw new InvalidOperationException("Proxies allready created for this Fixture.");
            }

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

            for (int i = 0; i < ProxyCount; ++i)
            {
                FixtureProxy proxy = new FixtureProxy();
                proxy.Fixture    = this;
                proxy.ChildIndex = i;
                Shape.ComputeAABB(out proxy.AABB, ref xf, i);
                proxy.ProxyId = broadPhase.AddProxy(ref proxy.AABB);
                broadPhase.SetProxy(proxy.ProxyId, ref proxy);

                Proxies[i] = proxy;
            }
        }
Пример #2
0
        internal void Synchronize(IBroadPhase 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.p - transform1.p;

                broadPhase.MoveProxy(proxy.ProxyId, ref proxy.AABB, displacement);
            }
        }
Пример #3
0
        // Broad-phase callback.
        private void AddPair(int proxyIdA, int proxyIdB)
        {
            FixtureProxy proxyA = BroadPhase.GetProxy(proxyIdA);
            FixtureProxy proxyB = BroadPhase.GetProxy(proxyIdB);

            Fixture fixtureA = proxyA.Fixture;
            Fixture fixtureB = proxyB.Fixture;

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

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

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

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

            // 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;
            }

            //FPE feature: BeforeCollision delegate
            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);

            if (c == null)
            {
                return;
            }

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

            // Insert into the world.
            c.Prev      = ContactList;
            c.Next      = c.Prev.Next;
            c.Prev.Next = c;
            c.Next.Prev = c;
            ContactCount++;

#if USE_ACTIVE_CONTACT_SET
            ActiveContacts.Add(c);
#endif
            // 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;

            // Wake up the bodies
            if (fixtureA.IsSensor == false && fixtureB.IsSensor == false)
            {
                bodyA.Awake = true;
                bodyB.Awake = true;
            }
        }