示例#1
0
 private void FixedUpdate()
 {
     for (int i = 0; i < continousCollisionContacts.Count; i++)
     {
         if (!continousCollisionContacts[i].IsAlive)
         {
             continousCollisionContacts.RemoveAt(i);
             i--;
         }
         else
         {
             SpeculativeCollisionContact c = continousCollisionContacts[i];
             c.Lifetime -= 1;
             continousCollisionContacts[i] = c;
         }
     }
 }
示例#2
0
        protected void processSpeculativeCollision(TCollision collision)
        {
            int collisions = 0;

            //Loop over all contacts of the collision
            for (int i = 0; i < collision.ContactCount; i++)
            {
                TContact      contactPoint = collision.GetContact(i);
                IImpactObject thisObject   = getImpactObject(contactPoint.ThisObject);

                if (thisObject != null)
                {
                    SpeculativeCollisionContact c = new SpeculativeCollisionContact()
                    {
                        RelativeContactPoint = thisObject.GetContactPointRelativePosition(contactPoint.Point),
                        Lifetime             = _contactPointLifetime
                    };

                    //The relative position of the contact point serves as a unique identifier
                    //So we can keep track of contact points between frames
                    //If there is no existing point with the same relative position (within a threshold), then it is a "new" contact point.
                    //We then process the point, basically mimicking an OnCollisionEnter message.
                    int existingIndex = continousCollisionContacts.FindIndex(e => (e.RelativeContactPoint - c.RelativeContactPoint).sqrMagnitude < _contactPointComparisonThreshold);
                    if (existingIndex == -1)
                    {
                        continousCollisionContacts.Add(c);

                        if (collisions < MaxCollisionsPerFrame)
                        {
                            processCollisionContact(collision, contactPoint);
                            collisions++;
                        }
                    }
                    else
                    {
                        SpeculativeCollisionContact existingContact = continousCollisionContacts[existingIndex];
                        existingContact.Lifetime = _contactPointLifetime;
                        continousCollisionContacts[existingIndex] = existingContact;
                    }
                }
            }
        }