Пример #1
0
        private void Initialize(
            TSVector2 position,
            FP radians,
            VoltShape[] shapesToAdd)
        {
            this.Position = position;
            this.Angle    = radians;
            this.Facing   = VoltMath.Polar(radians);

#if DEBUG
            for (int i = 0; i < shapesToAdd.Length; i++)
            {
                VoltDebug.Assert(shapesToAdd[i].IsInitialized);
            }
#endif

            if ((this.shapes == null) || (this.shapes.Length < shapesToAdd.Length))
            {
                this.shapes = new VoltShape[shapesToAdd.Length];
            }
            Array.Copy(shapesToAdd, this.shapes, shapesToAdd.Length);
            this.shapeCount = shapesToAdd.Length;
            for (int i = 0; i < this.shapeCount; i++)
            {
                this.shapes[i].AssignBody(this);
            }

#if DEBUG
            this.IsInitialized = true;
#endif
        }
        /// <summary>
        /// Perform a left or right rotation if node A is imbalanced.
        /// </summary>
        private int Balance(int iA)
        {
            VoltDebug.Assert(iA != NULL_NODE);

            Node A = this.nodes[iA];

            if (A.IsLeaf || A.height < 2)
            {
                return(iA);
            }

            int iB = A.left;
            int iC = A.right;

            VoltDebug.Assert(0 <= iB && iB < this.nodeCapacity);
            VoltDebug.Assert(0 <= iC && iC < this.nodeCapacity);

            Node B       = this.nodes[iB];
            Node C       = this.nodes[iC];
            int  balance = C.height - B.height;

            if (balance > 1) // Rotate C up
            {
                return(this.Rotate(A, B, C, iA, iC, false));
            }
            if (balance < -1) // Rotate B up
            {
                return(this.Rotate(A, C, B, iA, iB, true));
            }
            return(iA);
        }
        /// <summary>
        /// Updates a body's position. If the body has moved outside of its
        /// expanded AABB, then the body is removed from the tree and re-inserted.
        /// Otherwise the function returns immediately.
        /// </summary>
        public void UpdateBody(VoltBody body)
        {
            int proxyId = body.ProxyId;

            VoltDebug.Assert((0 <= proxyId) && (proxyId < this.nodeCapacity));

            Node proxyNode = this.nodes[proxyId];

            VoltDebug.Assert(proxyNode.IsLeaf);

            if (proxyNode.aabb.Contains(body.AABB))
            {
                return;
            }
            this.RemoveLeaf(proxyId);

            // Extend AABB
            VoltAABB expanded =
                VoltAABB.CreateExpanded(body.AABB, VoltConfig.AABB_EXTENSION);

            // Predict AABB displacement and sweep the AABB
            //Vector2 sweep = VoltConfig.AABB_MULTIPLIER * displacement;
            //VoltAABB swept = VoltAABB.CreateSwept(expanded, sweep);
            //this.nodes[proxyId].aabb = swept;

            proxyNode.aabb = expanded;
            this.InsertLeaf(proxyId);
            return;
        }
Пример #4
0
 public static void Assert(bool condition, object message)
 {
     if (condition == false)
     {
         VoltDebug.LogError("Assert Failed: " + message);
     }
 }
Пример #5
0
        /// <summary>
        /// Full reset. Clears out all data for pooling. Call FreeShapes() first.
        /// </summary>
        private void Reset()
        {
            VoltDebug.Assert(this.shapeCount == 0);

#if DEBUG
            this.IsInitialized = false;
#endif

            this.UserData        = null;
            this.World           = null;
            this.BodyType        = VoltBodyType.Invalid;
            this.CollisionFilter = null;

            this.Angle           = 0.0f;
            this.LinearVelocity  = TSVector2.zero;
            this.AngularVelocity = 0.0f;

            this.Force  = TSVector2.zero;
            this.Torque = 0.0f;

            this.Mass       = 0.0f;
            this.Inertia    = 0.0f;
            this.InvMass    = 0.0f;
            this.InvInertia = 0.0f;

            this.BiasVelocity = TSVector2.zero;
            this.BiasRotation = 0.0f;

            this.history      = null;
            this.currentState = default(HistoryRecord);
        }
        private Node AllocateNode(out int nodeId)
        {
            // Expand the node pool as needed
            if (this.freeList == NULL_NODE)
            {
                VoltDebug.Assert(this.nodeCount == this.nodeCapacity);

                // The free list is empty -- rebuild a bigger pool
                Node[] oldNodes = this.nodes;
                this.nodeCapacity = VoltUtil.ExpandArray(ref this.nodes);
                Array.Copy(oldNodes, this.nodes, this.nodeCount);

                // Build a linked list for the free list
                // The parent pointer becomes the "next" pointer
                for (int i = this.nodeCount; i < this.nodeCapacity - 1; ++i)
                {
                    this.nodes[i] = new Node(i + 1, -1);
                }

                this.nodes[this.nodeCapacity - 1] = new Node(NULL_NODE, -1);
                this.freeList = this.nodeCount;
            }

            // Peel a node off the free list.
            nodeId = this.freeList;
            Node result = this.nodes[nodeId];

            this.freeList = result.parentOrNext;
            result.Reset();

            this.nodeCount++;
            return(result);
        }
Пример #7
0
 public static void Assert(bool condition)
 {
     if (condition == false)
     {
         VoltDebug.LogError("Assert Failed!");
     }
 }
Пример #8
0
        /// <summary>
        /// Removes a body from the world. The body will be partially reset so it
        /// can be added later. The pointer is still valid and the body can be
        /// returned to the world using AddBody.
        /// </summary>
        public void RemoveBody(VoltBody body)
        {
            VoltDebug.Assert(body.World == this);

            body.PartialReset();

            this.RemoveBodyInternal(body);
        }
Пример #9
0
        public void Deallocate(T obj)
        {
            VoltDebug.Assert(obj.Pool == this);

            obj.Reset();
            obj.Pool = null; // Prevent multiple frees
            this.freeList.Push(obj);
        }
Пример #10
0
        /// <summary>
        /// Removes a body from the world and deallocates it. The pointer is
        /// invalid after this point.
        /// </summary>
        public void DestroyBody(VoltBody body)
        {
            VoltDebug.Assert(body.World == this);

            body.FreeShapes();

            this.RemoveBodyInternal(body);
            this.FreeBody(body);
        }
        private void FreeNode(int nodeId)
        {
            VoltDebug.Assert((0 <= nodeId) && (nodeId < this.nodeCapacity));
            VoltDebug.Assert(0 < this.nodeCount);

            this.nodes[nodeId].Initialize(this.freeList, -1);
            this.freeList = nodeId;

            this.nodeCount--;
        }
Пример #12
0
        /// <summary>
        /// Adds a body to the world. Used for reintroducing bodies that
        /// have been removed. For new bodies, use CreateBody.
        /// </summary>
        public void AddBody(
            VoltBody body,
            VoltVector2 position,
            Fix64 radians)
        {
#if DEBUG
            VoltDebug.Assert(body.IsInitialized);
#endif
            VoltDebug.Assert(body.World == null);
            this.AddBodyInternal(body);
            body.Set(position, radians);
        }
        /// <summary>
        /// Removes a body from the tree.
        /// </summary>
        public void RemoveBody(VoltBody body)
        {
            int proxyId = body.ProxyId;

            VoltDebug.Assert((0 <= proxyId) && (proxyId < this.nodeCapacity));
            VoltDebug.Assert(this.nodes[proxyId].IsLeaf);

            this.RemoveLeaf(proxyId);
            this.FreeNode(proxyId);

            body.ProxyId = TreeBroadphase.NULL_NODE;
        }
Пример #14
0
        /// <summary>
        /// Identifies collisions for a single body. Does not keep track of
        /// symmetrical duplicates (they could be counted twice).
        /// </summary>
        private void BroadPhase(VoltBody query, bool collideDynamic = false)
        {
            VoltDebug.Assert(query.IsStatic == false);

            this.reusableBuffer.Clear();
            this.staticBroadphase.QueryOverlap(query.AABB, this.reusableBuffer);
            if (collideDynamic)
            {
                this.dynamicBroadphase.QueryOverlap(query.AABB, this.reusableBuffer);
            }

            this.TestBuffer(query);
        }
        private int Rotate(
            Node P,
            Node Q,
            Node R,
            int iP,
            int iR,
            bool left)
        {
            int  iX = R.left;
            int  iY = R.right;
            Node X  = this.nodes[iX];
            Node Y  = this.nodes[iY];

            VoltDebug.Assert((0 <= iX) && (iX < this.nodeCapacity));
            VoltDebug.Assert((0 <= iY) && (iY < this.nodeCapacity));

            // Swap P and R
            R.left         = iP;
            R.parentOrNext = P.parentOrNext;
            P.parentOrNext = iR;

            // P's old parent should point to R
            if (R.parentOrNext != NULL_NODE)
            {
                if (this.nodes[R.parentOrNext].left == iP)
                {
                    this.nodes[R.parentOrNext].left = iR;
                }
                else
                {
                    VoltDebug.Assert(this.nodes[R.parentOrNext].right == iP);
                    this.nodes[R.parentOrNext].right = iR;
                }
            }
            else
            {
                this.rootId = iR;
            }

            // Rotate
            if (X.height > Y.height)
            {
                this.UpdateRotated(P, Q, R, iP, iX, iY, left);
            }
            else
            {
                this.UpdateRotated(P, Q, R, iP, iY, iX, left);
            }

            return(iR);
        }
Пример #16
0
        /// <summary>
        /// Updates a single body, resolving only collisions with that body.
        /// If a frame number is provided, all dynamic bodies will store their
        /// state for that frame for later testing.
        ///
        /// Note: This function is best used with dynamic collisions disabled,
        /// otherwise you might get symmetric duplicates on collisions.
        /// </summary>
        public void Update(VoltBody body, bool collideDynamic = false)
        {
            if (body.IsStatic)
            {
                VoltDebug.LogWarning("Updating static body, doing nothing");
                return;
            }

            body.Update();
            this.dynamicBroadphase.UpdateBody(body);
            this.BroadPhase(body, collideDynamic);

            this.UpdateCollision();
            this.FreeManifolds();
        }
        /// <summary>
        /// Compute the height of a sub-tree.
        /// </summary>
        private int ComputeHeight(int nodeId)
        {
            VoltDebug.Assert((0 <= nodeId) && (nodeId < this.nodeCapacity));
            Node node = this.nodes[nodeId];

            if (node.IsLeaf)
            {
                return(0);
            }

            int height1 = ComputeHeight(node.left);
            int height2 = ComputeHeight(node.right);

            return(1 + Math.Max(height1, height2));
        }
Пример #18
0
        internal void FreeShape(VoltShape shape)
        {
            switch (shape.Type)
            {
            case VoltShape.ShapeType.Circle:
                this.circlePool.Deallocate(shape);
                break;

            case VoltShape.ShapeType.Polygon:
                this.polygonPool.Deallocate(shape);
                break;

            default:
                VoltDebug.LogError("Unknown shape for deallocation");
                break;
            }
        }
        /// <summary>
        /// Adds a body to the tree.
        /// </summary>
        public void AddBody(VoltBody body)
        {
            VoltDebug.Assert(body.ProxyId == TreeBroadphase.NULL_NODE);

            int  proxyId;
            Node proxyNode = this.AllocateNode(out proxyId);

            // Expand the aabb
            proxyNode.aabb =
                VoltAABB.CreateExpanded(
                    body.AABB,
                    VoltConfig.AABB_EXTENSION);

            proxyNode.body   = body;
            proxyNode.height = 0;

            this.InsertLeaf(proxyId);
            body.ProxyId = proxyId;
        }
Пример #20
0
        /// <summary>
        /// Removes the element by swapping it for the last element in the list.
        /// </summary>
        public void Remove(T value)
        {
            int index = value.Index;

            VoltDebug.Assert(index >= 0);
            VoltDebug.Assert(index < this.count);

            int lastIndex = this.count - 1;

            if (index < lastIndex)
            {
                T lastValue = this.values[lastIndex];

                this.values[lastIndex].Index = -1;
                this.values[lastIndex]       = null;

                this.values[index] = lastValue;
                lastValue.Index    = index;
            }

            this.count--;
        }
Пример #21
0
        public void RemoveBody(VoltBody body)
        {
            int index = body.ProxyId;

            VoltDebug.Assert(index >= 0);
            VoltDebug.Assert(index < this.count);

            int lastIndex = this.count - 1;

            if (index < lastIndex)
            {
                VoltBody lastBody = this.bodies[lastIndex];

                this.bodies[lastIndex].ProxyId = -1;
                this.bodies[lastIndex]         = null;

                this.bodies[index] = lastBody;
                lastBody.ProxyId   = index;
            }

            this.count--;
        }
Пример #22
0
 /// <summary>
 /// Initializes the buffer for storing past body states/spaces.
 /// </summary>
 internal void AssignHistory(HistoryBuffer history)
 {
     VoltDebug.Assert(this.IsStatic == false);
     this.history = history;
 }
 private void ExpandNode(Node node, VoltBuffer <VoltBody> outBuffer)
 {
     VoltDebug.Assert(node.IsLeaf == false);
     this.ExpandChild(node.left, outBuffer);
     this.ExpandChild(node.right, outBuffer);
 }