示例#1
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;

            Body bodyA = fixtureA.Body;
            Body 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;
            }

            //FPE feature: BeforeCollision delegate
            if (fixtureA.BeforeCollision != null && fixtureA.BeforeCollision(fixtureA, fixtureB) == false)
            {
                return;
            }

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

            Body specialSenseBody = null;
            Body otherBody        = null;

            if (bodyA.SpecialSensor != BodySpecialSensor.None)
            {
                specialSenseBody = bodyA;
                otherBody        = bodyB;
            }
            else if (bodyB.SpecialSensor != BodySpecialSensor.None)
            {
                specialSenseBody = bodyB;
                otherBody        = bodyA;
            }

            if (specialSenseBody != null)
            {
                if (Collision.TestOverlap(fixtureA.Shape, indexA, fixtureB.Shape, indexB, ref bodyA._xf, ref bodyB._xf))
                {
                    specialSenseBody._specialSensorResults.Add(otherBody);

                    if (specialSenseBody.SpecialSensor == BodySpecialSensor.ActiveOnce)
                    {
                        specialSenseBody.disabled = true;
                        return;
                    }
                }
                else
                {
                    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.
            ContactList.Add(c);

#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;
            }
        }
示例#2
0
        private void AddPair(ref FixtureProxy proxyA, ref FixtureProxy proxyB)
        {
            Fixture fixture     = proxyA.Fixture;
            Fixture fixture2    = proxyB.Fixture;
            int     childIndex  = proxyA.ChildIndex;
            int     childIndex2 = proxyB.ChildIndex;
            Body    body        = fixture.Body;
            Body    body2       = fixture2.Body;
            bool    flag        = body == body2;

            if (!flag)
            {
                for (ContactEdge contactEdge = body2.ContactList; contactEdge != null; contactEdge = contactEdge.Next)
                {
                    bool flag2 = contactEdge.Other == body;
                    if (flag2)
                    {
                        Fixture fixtureA    = contactEdge.Contact.FixtureA;
                        Fixture fixtureB    = contactEdge.Contact.FixtureB;
                        int     childIndexA = contactEdge.Contact.ChildIndexA;
                        int     childIndexB = contactEdge.Contact.ChildIndexB;
                        bool    flag3       = fixtureA == fixture && fixtureB == fixture2 && childIndexA == childIndex && childIndexB == childIndex2;
                        if (flag3)
                        {
                            return;
                        }
                        bool flag4 = fixtureA == fixture2 && fixtureB == fixture && childIndexA == childIndex2 && childIndexB == childIndex;
                        if (flag4)
                        {
                            return;
                        }
                    }
                }
                bool flag5 = !body2.ShouldCollide(body);
                if (!flag5)
                {
                    bool flag6 = !ContactManager.ShouldCollide(fixture, fixture2);
                    if (!flag6)
                    {
                        bool flag7 = this.ContactFilter != null && !this.ContactFilter(fixture, fixture2);
                        if (!flag7)
                        {
                            bool flag8 = fixture.BeforeCollision != null && !fixture.BeforeCollision(fixture, fixture2);
                            if (!flag8)
                            {
                                bool flag9 = fixture2.BeforeCollision != null && !fixture2.BeforeCollision(fixture2, fixture);
                                if (!flag9)
                                {
                                    Body body3  = null;
                                    Body item   = null;
                                    bool flag10 = body.SpecialSensor > BodySpecialSensor.None;
                                    if (flag10)
                                    {
                                        body3 = body;
                                        item  = body2;
                                    }
                                    else
                                    {
                                        bool flag11 = body2.SpecialSensor > BodySpecialSensor.None;
                                        if (flag11)
                                        {
                                            body3 = body2;
                                            item  = body;
                                        }
                                    }
                                    bool flag12 = body3 != null;
                                    if (flag12)
                                    {
                                        bool flag13 = Collision.TestOverlap(body.FixtureList[0].Shape, childIndex, body2.FixtureList[0].Shape, childIndex2, ref body._xf, ref body2._xf);
                                        if (!flag13)
                                        {
                                            return;
                                        }
                                        body3._specialSensorResults.Add(item);
                                        bool flag14 = body3.SpecialSensor == BodySpecialSensor.ActiveOnce;
                                        if (flag14)
                                        {
                                            body3.disabled = true;
                                            return;
                                        }
                                    }
                                    Contact contact = Contact.Create(fixture, childIndex, fixture2, childIndex2);
                                    bool    flag15  = contact == null;
                                    if (!flag15)
                                    {
                                        fixture  = contact.FixtureA;
                                        fixture2 = contact.FixtureB;
                                        body     = fixture.Body;
                                        body2    = fixture2.Body;
                                        this.ContactList.Add(contact);
                                        contact._nodeA.Contact = contact;
                                        contact._nodeA.Other   = body2;
                                        contact._nodeA.Prev    = null;
                                        contact._nodeA.Next    = body.ContactList;
                                        bool flag16 = body.ContactList != null;
                                        if (flag16)
                                        {
                                            body.ContactList.Prev = contact._nodeA;
                                        }
                                        body.ContactList       = contact._nodeA;
                                        contact._nodeB.Contact = contact;
                                        contact._nodeB.Other   = body;
                                        contact._nodeB.Prev    = null;
                                        contact._nodeB.Next    = body2.ContactList;
                                        bool flag17 = body2.ContactList != null;
                                        if (flag17)
                                        {
                                            body2.ContactList.Prev = contact._nodeB;
                                        }
                                        body2.ContactList = contact._nodeB;
                                        bool flag18 = !fixture.IsSensor && !fixture2.IsSensor;
                                        if (flag18)
                                        {
                                            body.Awake  = true;
                                            body2.Awake = true;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
示例#3
0
        internal void Collide()
        {
            // Update awake contacts.
#if USE_ACTIVE_CONTACT_SET
            ActiveList.AddRange(ActiveContacts);

            foreach (var c in ActiveList)
            {
#else
            for (int i = 0; i < ContactList.Count; i++)
            {
                Contact c = ContactList[i];
#endif
                Fixture fixtureA = c.FixtureA;
                Fixture fixtureB = c.FixtureB;
                int     indexA   = c.ChildIndexA;
                int     indexB   = c.ChildIndexB;
                Body    bodyA    = fixtureA.Body;
                Body    bodyB    = fixtureB.Body;

                //Do no try to collide disabled bodies
                if (!bodyA.Enabled || !bodyB.Enabled)
                {
                    continue;
                }

                // Is this contact flagged for filtering?
                if (c.FilterFlag)
                {
                    // Should these bodies collide?
                    if (bodyB.ShouldCollide(bodyA) == false)
                    {
                        Contact cNuke = c;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check default filtering
                    if (ShouldCollide(fixtureA, fixtureB) == false)
                    {
                        Contact cNuke = c;
                        Destroy(cNuke);
                        continue;
                    }

                    // Check user filtering.
                    if (ContactFilter != null && ContactFilter(fixtureA, fixtureB) == false)
                    {
                        Contact cNuke = c;
                        Destroy(cNuke);
                        continue;
                    }

                    // Clear the filtering flag.
                    c.FilterFlag = false;
                }

                bool activeA = bodyA.Awake && bodyA.BodyType != BodyType.Static;
                bool activeB = bodyB.Awake && bodyB.BodyType != BodyType.Static;

                // At least one body must be awake and it must be dynamic or kinematic.
                if (activeA == false && activeB == false)
                {
#if USE_ACTIVE_CONTACT_SET
                    ActiveContacts.Remove(c);
#endif
                    continue;
                }

                if (fixtureA == null || fixtureA.Proxies == null || fixtureB == null || fixtureB.Proxies == null)
                {
                    continue;
                }

                int proxyIdA = fixtureA.Proxies[indexA].ProxyId;
                int proxyIdB = fixtureB.Proxies[indexB].ProxyId;

                bool overlap = BroadPhase.TestOverlap(proxyIdA, proxyIdB);

                // Here we destroy contacts that cease to overlap in the broad-phase.
                if (overlap == false)
                {
                    Contact cNuke = c;
                    Destroy(cNuke);
                    continue;
                }

                // The contact persists.
                c.Update(this);
            }

#if USE_ACTIVE_CONTACT_SET
            ActiveList.Clear();
#endif
        }
示例#4
0
 internal void Collide()
 {
     for (int i = 0; i < this.ContactList.Count; i++)
     {
         Contact contact     = this.ContactList[i];
         Fixture fixtureA    = contact.FixtureA;
         Fixture fixtureB    = contact.FixtureB;
         int     childIndexA = contact.ChildIndexA;
         int     childIndexB = contact.ChildIndexB;
         Body    body        = fixtureA.Body;
         Body    body2       = fixtureB.Body;
         bool    flag        = !body.Enabled || !body2.Enabled;
         if (!flag)
         {
             bool filterFlag = contact.FilterFlag;
             if (filterFlag)
             {
                 bool flag2 = !body2.ShouldCollide(body);
                 if (flag2)
                 {
                     Contact contact2 = contact;
                     this.Destroy(contact2);
                     goto IL_198;
                 }
                 bool flag3 = !ContactManager.ShouldCollide(fixtureA, fixtureB);
                 if (flag3)
                 {
                     Contact contact3 = contact;
                     this.Destroy(contact3);
                     goto IL_198;
                 }
                 bool flag4 = this.ContactFilter != null && !this.ContactFilter(fixtureA, fixtureB);
                 if (flag4)
                 {
                     Contact contact4 = contact;
                     this.Destroy(contact4);
                     goto IL_198;
                 }
                 contact.FilterFlag = false;
             }
             bool flag5 = body.Awake && body.BodyType > BodyType.Static;
             bool flag6 = body2.Awake && body2.BodyType > BodyType.Static;
             bool flag7 = !flag5 && !flag6;
             if (!flag7)
             {
                 int  proxyId  = fixtureA.Proxies[childIndexA].ProxyId;
                 int  proxyId2 = fixtureB.Proxies[childIndexB].ProxyId;
                 bool flag8    = this.BroadPhase.TestOverlap(proxyId, proxyId2);
                 bool flag9    = !flag8;
                 if (flag9)
                 {
                     Contact contact5 = contact;
                     this.Destroy(contact5);
                 }
                 else
                 {
                     contact.Update(this);
                 }
             }
         }
         IL_198 :;
     }
 }