484 lines
17 KiB
C#
484 lines
17 KiB
C#
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/*
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* Farseer Physics Engine based on Box2D.XNA port:
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* Copyright (c) 2010 Ian Qvist
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*
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* Box2D.XNA port of Box2D:
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* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
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*
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* Original source Box2D:
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using System.Diagnostics;
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using FarseerPhysics.Common;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Dynamics
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{
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/// <summary>
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/// This is an internal class.
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/// </summary>
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public class Island
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{
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public Body[] Bodies;
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public int BodyCount;
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public int ContactCount;
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public int JointCount;
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private int _bodyCapacity;
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private int _contactCapacity;
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private ContactManager _contactManager;
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private ContactSolver _contactSolver = new ContactSolver();
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private Contact[] _contacts;
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private int _jointCapacity;
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private Joint[] _joints;
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public float JointUpdateTime;
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private const float LinTolSqr = Settings.LinearSleepTolerance * Settings.LinearSleepTolerance;
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private const float AngTolSqr = Settings.AngularSleepTolerance * Settings.AngularSleepTolerance;
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#if (!SILVERLIGHT)
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private Stopwatch _watch = new Stopwatch();
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#endif
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public void Reset(int bodyCapacity, int contactCapacity, int jointCapacity, ContactManager contactManager)
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{
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_bodyCapacity = bodyCapacity;
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_contactCapacity = contactCapacity;
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_jointCapacity = jointCapacity;
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BodyCount = 0;
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ContactCount = 0;
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JointCount = 0;
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_contactManager = contactManager;
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if (Bodies == null || Bodies.Length < bodyCapacity)
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{
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Bodies = new Body[bodyCapacity];
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}
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if (_contacts == null || _contacts.Length < contactCapacity)
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{
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_contacts = new Contact[contactCapacity * 2];
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}
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if (_joints == null || _joints.Length < jointCapacity)
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{
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_joints = new Joint[jointCapacity * 2];
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}
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}
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public void Clear()
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{
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BodyCount = 0;
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ContactCount = 0;
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JointCount = 0;
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}
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private float _tmpTime;
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public void Solve(ref TimeStep step, ref Vector2 gravity)
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{
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// Integrate velocities and apply damping.
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for (int i = 0; i < BodyCount; ++i)
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{
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Body b = Bodies[i];
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if (b.BodyType != BodyType.Dynamic)
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{
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continue;
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}
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// Integrate velocities.
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// FPE 3 only - Only apply gravity if the body wants it.
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if (b.IgnoreGravity)
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{
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b.LinearVelocityInternal.X += step.dt * (b.InvMass * b.Force.X);
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b.LinearVelocityInternal.Y += step.dt * (b.InvMass * b.Force.Y);
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b.AngularVelocityInternal += step.dt * b.InvI * b.Torque;
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}
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else
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{
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b.LinearVelocityInternal.X += step.dt * (gravity.X + b.InvMass * b.Force.X);
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b.LinearVelocityInternal.Y += step.dt * (gravity.Y + b.InvMass * b.Force.Y);
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b.AngularVelocityInternal += step.dt * b.InvI * b.Torque;
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}
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// Apply damping.
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// ODE: dv/dt + c * v = 0
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// Solution: v(t) = v0 * exp(-c * t)
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// Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
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// v2 = exp(-c * dt) * v1
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// Taylor expansion:
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// v2 = (1.0f - c * dt) * v1
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b.LinearVelocityInternal *= MathUtils.Clamp(1.0f - step.dt * b.LinearDamping, 0.0f, 1.0f);
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b.AngularVelocityInternal *= MathUtils.Clamp(1.0f - step.dt * b.AngularDamping, 0.0f, 1.0f);
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}
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// Partition contacts so that contacts with static bodies are solved last.
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int i1 = -1;
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for (int i2 = 0; i2 < ContactCount; ++i2)
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{
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Fixture fixtureA = _contacts[i2].FixtureA;
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Fixture fixtureB = _contacts[i2].FixtureB;
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Body bodyA = fixtureA.Body;
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Body bodyB = fixtureB.Body;
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bool nonStatic = bodyA.BodyType != BodyType.Static && bodyB.BodyType != BodyType.Static;
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if (nonStatic)
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{
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++i1;
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//TODO: Only swap if they are not the same? see http://code.google.com/p/box2d/issues/detail?id=162
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Contact tmp = _contacts[i1];
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_contacts[i1] = _contacts[i2];
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_contacts[i2] = tmp;
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}
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}
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// Initialize velocity constraints.
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_contactSolver.Reset(_contacts, ContactCount, step.dtRatio, Settings.EnableWarmstarting);
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_contactSolver.InitializeVelocityConstraints();
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if (Settings.EnableWarmstarting)
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{
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_contactSolver.WarmStart();
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}
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#if (!SILVERLIGHT)
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if (Settings.EnableDiagnostics)
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{
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_watch.Start();
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_tmpTime = 0;
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}
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#endif
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for (int i = 0; i < JointCount; ++i)
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{
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if (_joints[i].Enabled)
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_joints[i].InitVelocityConstraints(ref step);
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}
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#if (!SILVERLIGHT)
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if (Settings.EnableDiagnostics)
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{
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_tmpTime += _watch.ElapsedTicks;
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}
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#endif
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// Solve velocity constraints.
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for (int i = 0; i < Settings.VelocityIterations; ++i)
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{
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#if (!SILVERLIGHT)
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if (Settings.EnableDiagnostics)
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_watch.Start();
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#endif
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for (int j = 0; j < JointCount; ++j)
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{
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Joint joint = _joints[j];
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if (!joint.Enabled)
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continue;
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joint.SolveVelocityConstraints(ref step);
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joint.Validate(step.inv_dt);
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}
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#if (!SILVERLIGHT)
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if (Settings.EnableDiagnostics)
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{
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_watch.Stop();
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_tmpTime += _watch.ElapsedTicks;
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_watch.Reset();
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}
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#endif
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_contactSolver.SolveVelocityConstraints();
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}
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// Post-solve (store impulses for warm starting).
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_contactSolver.StoreImpulses();
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// Integrate positions.
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for (int i = 0; i < BodyCount; ++i)
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{
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Body b = Bodies[i];
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if (b.BodyType == BodyType.Static)
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{
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continue;
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}
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// Check for large velocities.
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float translationX = step.dt * b.LinearVelocityInternal.X;
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float translationY = step.dt * b.LinearVelocityInternal.Y;
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float result = translationX * translationX + translationY * translationY;
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if (result > Settings.MaxTranslationSquared)
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{
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float sq = (float)Math.Sqrt(result);
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float ratio = Settings.MaxTranslation / sq;
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b.LinearVelocityInternal.X *= ratio;
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b.LinearVelocityInternal.Y *= ratio;
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}
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float rotation = step.dt * b.AngularVelocityInternal;
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if (rotation * rotation > Settings.MaxRotationSquared)
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{
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float ratio = Settings.MaxRotation / Math.Abs(rotation);
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b.AngularVelocityInternal *= ratio;
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}
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// Store positions for continuous collision.
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b.Sweep.C0.X = b.Sweep.C.X;
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b.Sweep.C0.Y = b.Sweep.C.Y;
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b.Sweep.A0 = b.Sweep.A;
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// Integrate
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b.Sweep.C.X += step.dt * b.LinearVelocityInternal.X;
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b.Sweep.C.Y += step.dt * b.LinearVelocityInternal.Y;
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b.Sweep.A += step.dt * b.AngularVelocityInternal;
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// Compute new transform
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b.SynchronizeTransform();
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// Note: shapes are synchronized later.
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}
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// Iterate over constraints.
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for (int i = 0; i < Settings.PositionIterations; ++i)
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{
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bool contactsOkay = _contactSolver.SolvePositionConstraints(Settings.ContactBaumgarte);
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bool jointsOkay = true;
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#if (!SILVERLIGHT)
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if (Settings.EnableDiagnostics)
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_watch.Start();
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#endif
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for (int j = 0; j < JointCount; ++j)
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{
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Joint joint = _joints[j];
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if (!joint.Enabled)
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continue;
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bool jointOkay = joint.SolvePositionConstraints();
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jointsOkay = jointsOkay && jointOkay;
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}
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#if (!SILVERLIGHT)
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if (Settings.EnableDiagnostics)
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{
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_watch.Stop();
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_tmpTime += _watch.ElapsedTicks;
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_watch.Reset();
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}
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#endif
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if (contactsOkay && jointsOkay)
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{
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// Exit early if the position errors are small.
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break;
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}
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}
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#if (!SILVERLIGHT)
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if (Settings.EnableDiagnostics)
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{
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JointUpdateTime = _tmpTime;
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}
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#endif
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Report(_contactSolver.Constraints);
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if (Settings.AllowSleep)
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{
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float minSleepTime = Settings.MaxFloat;
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for (int i = 0; i < BodyCount; ++i)
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{
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Body b = Bodies[i];
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if (b.BodyType == BodyType.Static)
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{
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continue;
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}
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if ((b.Flags & BodyFlags.AutoSleep) == 0)
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{
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b.SleepTime = 0.0f;
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minSleepTime = 0.0f;
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}
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if ((b.Flags & BodyFlags.AutoSleep) == 0 ||
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b.AngularVelocityInternal * b.AngularVelocityInternal > AngTolSqr ||
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Vector2.Dot(b.LinearVelocityInternal, b.LinearVelocityInternal) > LinTolSqr)
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{
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b.SleepTime = 0.0f;
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minSleepTime = 0.0f;
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}
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else
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{
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b.SleepTime += step.dt;
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minSleepTime = Math.Min(minSleepTime, b.SleepTime);
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}
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}
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if (minSleepTime >= Settings.TimeToSleep)
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{
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for (int i = 0; i < BodyCount; ++i)
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{
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Body b = Bodies[i];
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b.Awake = false;
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}
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}
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}
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}
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internal void SolveTOI(ref TimeStep subStep)
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{
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_contactSolver.Reset(_contacts, ContactCount, subStep.dtRatio, false);
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// Solve position constraints.
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const float kTOIBaumgarte = 0.75f;
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for (int i = 0; i < Settings.TOIPositionIterations; ++i)
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{
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bool contactsOkay = _contactSolver.SolvePositionConstraints(kTOIBaumgarte);
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if (contactsOkay)
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{
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break;
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}
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if (i == Settings.TOIPositionIterations - 1)
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{
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i += 0;
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}
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}
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// Leap of faith to new safe state.
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for (int i = 0; i < BodyCount; ++i)
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{
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Body body = Bodies[i];
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body.Sweep.A0 = body.Sweep.A;
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body.Sweep.C0 = body.Sweep.C;
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}
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// No warm starting is needed for TOI events because warm
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// starting impulses were applied in the discrete solver.
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_contactSolver.InitializeVelocityConstraints();
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// Solve velocity constraints.
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for (int i = 0; i < Settings.TOIVelocityIterations; ++i)
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{
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_contactSolver.SolveVelocityConstraints();
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}
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// Don't store the TOI contact forces for warm starting
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// because they can be quite large.
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// Integrate positions.
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for (int i = 0; i < BodyCount; ++i)
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{
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Body b = Bodies[i];
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if (b.BodyType == BodyType.Static)
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{
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continue;
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}
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// Check for large velocities.
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float translationx = subStep.dt * b.LinearVelocityInternal.X;
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float translationy = subStep.dt * b.LinearVelocityInternal.Y;
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float dot = translationx * translationx + translationy * translationy;
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if (dot > Settings.MaxTranslationSquared)
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{
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float norm = 1f / (float)Math.Sqrt(dot);
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float value = Settings.MaxTranslation * subStep.inv_dt;
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b.LinearVelocityInternal.X = value * (translationx * norm);
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b.LinearVelocityInternal.Y = value * (translationy * norm);
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}
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float rotation = subStep.dt * b.AngularVelocity;
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if (rotation * rotation > Settings.MaxRotationSquared)
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{
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if (rotation < 0.0)
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{
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b.AngularVelocityInternal = -subStep.inv_dt * Settings.MaxRotation;
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}
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else
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{
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b.AngularVelocityInternal = subStep.inv_dt * Settings.MaxRotation;
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}
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}
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// Integrate
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b.Sweep.C.X += subStep.dt * b.LinearVelocityInternal.X;
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b.Sweep.C.Y += subStep.dt * b.LinearVelocityInternal.Y;
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|||
|
b.Sweep.A += subStep.dt * b.AngularVelocityInternal;
|
|||
|
|
|||
|
// Compute new transform
|
|||
|
b.SynchronizeTransform();
|
|||
|
|
|||
|
// Note: shapes are synchronized later.
|
|||
|
}
|
|||
|
|
|||
|
Report(_contactSolver.Constraints);
|
|||
|
}
|
|||
|
|
|||
|
public void Add(Body body)
|
|||
|
{
|
|||
|
Debug.Assert(BodyCount < _bodyCapacity);
|
|||
|
Bodies[BodyCount++] = body;
|
|||
|
}
|
|||
|
|
|||
|
public void Add(Contact contact)
|
|||
|
{
|
|||
|
Debug.Assert(ContactCount < _contactCapacity);
|
|||
|
_contacts[ContactCount++] = contact;
|
|||
|
}
|
|||
|
|
|||
|
public void Add(Joint joint)
|
|||
|
{
|
|||
|
Debug.Assert(JointCount < _jointCapacity);
|
|||
|
_joints[JointCount++] = joint;
|
|||
|
}
|
|||
|
|
|||
|
private void Report(ContactConstraint[] constraints)
|
|||
|
{
|
|||
|
if (_contactManager == null)
|
|||
|
return;
|
|||
|
|
|||
|
for (int i = 0; i < ContactCount; ++i)
|
|||
|
{
|
|||
|
Contact c = _contacts[i];
|
|||
|
|
|||
|
if (c.FixtureA.AfterCollision != null)
|
|||
|
c.FixtureA.AfterCollision(c.FixtureA, c.FixtureB, c);
|
|||
|
|
|||
|
if (c.FixtureB.AfterCollision != null)
|
|||
|
c.FixtureB.AfterCollision(c.FixtureB, c.FixtureA, c);
|
|||
|
|
|||
|
if (_contactManager.PostSolve != null)
|
|||
|
{
|
|||
|
ContactConstraint cc = constraints[i];
|
|||
|
|
|||
|
_contactManager.PostSolve(c, cc);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|