Cherry-picked de2136c (level physicsbody optimization)

This commit is contained in:
Joonas Rikkonen
2018-07-20 12:23:07 +03:00
parent e7e7d32123
commit bcd9fd7e5f
3 changed files with 25 additions and 41 deletions
@@ -370,27 +370,22 @@ namespace Barotrauma
public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
{
Limb limb = f2.Body.UserData as Limb;
if (limb != null)
if (f2.Body.UserData is Limb limb)
{
bool collision = CheckLimbCollision(contact, limb);
if (collision) HandleLimbCollision(contact, limb);
return collision;
}
VoronoiCell cell = f2.Body.UserData as VoronoiCell;
if (cell != null)
if (f2.UserData is VoronoiCell cell)
{
HandleLevelCollision(contact, Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center));
return true;
}
Structure structure = f2.Body.UserData as Structure;
if (structure != null)
if (f2.Body.UserData is Structure structure)
{
Vector2 normal;
FixedArray2<Vector2> points;
contact.GetWorldManifold(out normal, out points);
contact.GetWorldManifold(out Vector2 normal, out FixedArray2<Vector2> points);
if (contact.FixtureA.Body == f1.Body)
{
normal = -normal;
@@ -400,8 +395,7 @@ namespace Barotrauma
return true;
}
Submarine otherSub = f2.Body.UserData as Submarine;
if (otherSub != null)
if (f2.Body.UserData is Submarine otherSub)
{
HandleSubCollision(contact, otherSub);
return true;
@@ -486,8 +480,8 @@ namespace Barotrauma
levelContact.GetWorldManifold(out contactNormal, out temp);
//if the contact normal is pointing from the limb towards the level cell it's touching, flip the normal
VoronoiCell cell = levelContact.FixtureB.Body.UserData is VoronoiCell ?
((VoronoiCell)levelContact.FixtureB.Body.UserData) : ((VoronoiCell)levelContact.FixtureA.Body.UserData);
VoronoiCell cell = levelContact.FixtureB.UserData is VoronoiCell ?
((VoronoiCell)levelContact.FixtureB.UserData) : ((VoronoiCell)levelContact.FixtureA.UserData);
var cellDiff = ConvertUnits.ToDisplayUnits(limb.body.SimPosition) - cell.Center;
if (Vector2.Dot(contactNormal, cellDiff) < 0)
@@ -603,8 +597,8 @@ namespace Barotrauma
levelContact.GetWorldManifold(out contactNormal, out temp);
//if the contact normal is pointing from the sub towards the level cell we collided with, flip the normal
VoronoiCell cell = levelContact.FixtureB.Body.UserData is VoronoiCell ?
((VoronoiCell)levelContact.FixtureB.Body.UserData) : ((VoronoiCell)levelContact.FixtureA.Body.UserData);
VoronoiCell cell = levelContact.FixtureB.UserData is VoronoiCell ?
((VoronoiCell)levelContact.FixtureB.UserData) : ((VoronoiCell)levelContact.FixtureA.UserData);
var cellDiff = ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center;
if (Vector2.Dot(contactNormal, cellDiff) < 0)