Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
This commit is contained in:
@@ -0,0 +1,480 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
//#define USE_ACTIVE_CONTACT_SET
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using FarseerPhysics.Collision;
|
||||
using FarseerPhysics.Collision.Shapes;
|
||||
using FarseerPhysics.Common;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics.Contacts
|
||||
{
|
||||
/// <summary>
|
||||
/// A contact edge is used to connect bodies and contacts together
|
||||
/// in a contact graph where each body is a node and each contact
|
||||
/// is an edge. A contact edge belongs to a doubly linked list
|
||||
/// maintained in each attached body. Each contact has two contact
|
||||
/// nodes, one for each attached body.
|
||||
/// </summary>
|
||||
public sealed class ContactEdge
|
||||
{
|
||||
/// <summary>
|
||||
/// The contact
|
||||
/// </summary>
|
||||
public Contact Contact;
|
||||
|
||||
/// <summary>
|
||||
/// The next contact edge in the body's contact list
|
||||
/// </summary>
|
||||
public ContactEdge Next;
|
||||
|
||||
/// <summary>
|
||||
/// Provides quick access to the other body attached.
|
||||
/// </summary>
|
||||
public Body Other;
|
||||
|
||||
/// <summary>
|
||||
/// The previous contact edge in the body's contact list
|
||||
/// </summary>
|
||||
public ContactEdge Prev;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The class manages contact between two shapes. A contact exists for each overlapping
|
||||
/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
|
||||
/// that has no contact points.
|
||||
/// </summary>
|
||||
public class Contact
|
||||
{
|
||||
private ContactType _type;
|
||||
|
||||
private static EdgeShape _edge = new EdgeShape();
|
||||
|
||||
private static ContactType[,] _registers = new[,]
|
||||
{
|
||||
{
|
||||
ContactType.Circle,
|
||||
ContactType.EdgeAndCircle,
|
||||
ContactType.PolygonAndCircle,
|
||||
ContactType.ChainAndCircle,
|
||||
},
|
||||
{
|
||||
ContactType.EdgeAndCircle,
|
||||
ContactType.NotSupported,
|
||||
// 1,1 is invalid (no ContactType.Edge)
|
||||
ContactType.EdgeAndPolygon,
|
||||
ContactType.NotSupported,
|
||||
// 1,3 is invalid (no ContactType.EdgeAndLoop)
|
||||
},
|
||||
{
|
||||
ContactType.PolygonAndCircle,
|
||||
ContactType.EdgeAndPolygon,
|
||||
ContactType.Polygon,
|
||||
ContactType.ChainAndPolygon,
|
||||
},
|
||||
{
|
||||
ContactType.ChainAndCircle,
|
||||
ContactType.NotSupported,
|
||||
// 3,1 is invalid (no ContactType.EdgeAndLoop)
|
||||
ContactType.ChainAndPolygon,
|
||||
ContactType.NotSupported,
|
||||
// 3,3 is invalid (no ContactType.Loop)
|
||||
},
|
||||
};
|
||||
// Nodes for connecting bodies.
|
||||
internal ContactEdge _nodeA = new ContactEdge();
|
||||
internal ContactEdge _nodeB = new ContactEdge();
|
||||
internal int _toiCount;
|
||||
internal float _toi;
|
||||
|
||||
public Fixture FixtureA;
|
||||
public Fixture FixtureB;
|
||||
public float Friction { get; set; }
|
||||
public float Restitution { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the contact manifold. Do not modify the manifold unless you understand the
|
||||
/// internals of Box2D.
|
||||
/// </summary>
|
||||
public Manifold Manifold;
|
||||
|
||||
/// Get or set the desired tangent speed for a conveyor belt behavior. In meters per second.
|
||||
public float TangentSpeed { get; set; }
|
||||
|
||||
/// Enable/disable this contact. This can be used inside the pre-solve
|
||||
/// contact listener. The contact is only disabled for the current
|
||||
/// time step (or sub-step in continuous collisions).
|
||||
/// NOTE: If you are setting Enabled to a constant true or false,
|
||||
/// use the explicit Enable() or Disable() functions instead to
|
||||
/// save the CPU from doing a branch operation.
|
||||
public bool Enabled { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the child primitive index for fixture A.
|
||||
/// </summary>
|
||||
/// <value>The child index A.</value>
|
||||
public int ChildIndexA { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the child primitive index for fixture B.
|
||||
/// </summary>
|
||||
/// <value>The child index B.</value>
|
||||
public int ChildIndexB { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Determines whether this contact is touching.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// <c>true</c> if this instance is touching; otherwise, <c>false</c>.
|
||||
/// </returns>
|
||||
public bool IsTouching { get; set; }
|
||||
|
||||
internal bool IslandFlag { get; set; }
|
||||
internal bool TOIFlag { get; set; }
|
||||
internal bool FilterFlag { get; set; }
|
||||
|
||||
public void ResetRestitution()
|
||||
{
|
||||
Restitution = Settings.MixRestitution(FixtureA.Restitution, FixtureB.Restitution);
|
||||
}
|
||||
|
||||
public void ResetFriction()
|
||||
{
|
||||
Friction = Settings.MixFriction(FixtureA.Friction, FixtureB.Friction);
|
||||
}
|
||||
|
||||
private Contact(Fixture fA, int indexA, Fixture fB, int indexB)
|
||||
{
|
||||
Reset(fA, indexA, fB, indexB);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the world manifold.
|
||||
/// </summary>
|
||||
public void GetWorldManifold(out Vector2 normal, out FixedArray2<Vector2> points)
|
||||
{
|
||||
Body bodyA = FixtureA.Body;
|
||||
Body bodyB = FixtureB.Body;
|
||||
Shape shapeA = FixtureA.Shape;
|
||||
Shape shapeB = FixtureB.Shape;
|
||||
|
||||
ContactSolver.WorldManifold.Initialize(ref Manifold, ref bodyA._xf, shapeA.Radius, ref bodyB._xf, shapeB.Radius, out normal, out points);
|
||||
}
|
||||
|
||||
private void Reset(Fixture fA, int indexA, Fixture fB, int indexB)
|
||||
{
|
||||
Enabled = true;
|
||||
IsTouching = false;
|
||||
IslandFlag = false;
|
||||
FilterFlag = false;
|
||||
TOIFlag = false;
|
||||
|
||||
FixtureA = fA;
|
||||
FixtureB = fB;
|
||||
|
||||
ChildIndexA = indexA;
|
||||
ChildIndexB = indexB;
|
||||
|
||||
Manifold.PointCount = 0;
|
||||
|
||||
_nodeA.Contact = null;
|
||||
_nodeA.Prev = null;
|
||||
_nodeA.Next = null;
|
||||
_nodeA.Other = null;
|
||||
|
||||
_nodeB.Contact = null;
|
||||
_nodeB.Prev = null;
|
||||
_nodeB.Next = null;
|
||||
_nodeB.Other = null;
|
||||
|
||||
_toiCount = 0;
|
||||
|
||||
//FPE: We only set the friction and restitution if we are not destroying the contact
|
||||
if (FixtureA != null && FixtureB != null)
|
||||
{
|
||||
Friction = Settings.MixFriction(FixtureA.Friction, FixtureB.Friction);
|
||||
Restitution = Settings.MixRestitution(FixtureA.Restitution, FixtureB.Restitution);
|
||||
}
|
||||
|
||||
TangentSpeed = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the contact manifold and touching status.
|
||||
/// Note: do not assume the fixture AABBs are overlapping or are valid.
|
||||
/// </summary>
|
||||
/// <param name="contactManager">The contact manager.</param>
|
||||
internal void Update(ContactManager contactManager)
|
||||
{
|
||||
Body bodyA = FixtureA.Body;
|
||||
Body bodyB = FixtureB.Body;
|
||||
|
||||
if (FixtureA == null || FixtureB == null)
|
||||
return;
|
||||
|
||||
Manifold oldManifold = Manifold;
|
||||
|
||||
// Re-enable this contact.
|
||||
Enabled = true;
|
||||
|
||||
bool touching;
|
||||
bool wasTouching = IsTouching;
|
||||
|
||||
bool sensor = FixtureA.IsSensor || FixtureB.IsSensor;
|
||||
|
||||
// Is this contact a sensor?
|
||||
if (sensor)
|
||||
{
|
||||
Shape shapeA = FixtureA.Shape;
|
||||
Shape shapeB = FixtureB.Shape;
|
||||
touching = Collision.Collision.TestOverlap(shapeA, ChildIndexA, shapeB, ChildIndexB, ref bodyA._xf, ref bodyB._xf);
|
||||
|
||||
// Sensors don't generate manifolds.
|
||||
Manifold.PointCount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
Evaluate(ref Manifold, ref bodyA._xf, ref bodyB._xf);
|
||||
touching = Manifold.PointCount > 0;
|
||||
|
||||
// Match old contact ids to new contact ids and copy the
|
||||
// stored impulses to warm start the solver.
|
||||
for (int i = 0; i < Manifold.PointCount; ++i)
|
||||
{
|
||||
ManifoldPoint mp2 = Manifold.Points[i];
|
||||
mp2.NormalImpulse = 0.0f;
|
||||
mp2.TangentImpulse = 0.0f;
|
||||
ContactID id2 = mp2.Id;
|
||||
|
||||
for (int j = 0; j < oldManifold.PointCount; ++j)
|
||||
{
|
||||
ManifoldPoint mp1 = oldManifold.Points[j];
|
||||
|
||||
if (mp1.Id.Key == id2.Key)
|
||||
{
|
||||
mp2.NormalImpulse = mp1.NormalImpulse;
|
||||
mp2.TangentImpulse = mp1.TangentImpulse;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Manifold.Points[i] = mp2;
|
||||
}
|
||||
|
||||
if (touching != wasTouching)
|
||||
{
|
||||
bodyA.Awake = true;
|
||||
bodyB.Awake = true;
|
||||
}
|
||||
}
|
||||
|
||||
IsTouching = touching;
|
||||
|
||||
if (wasTouching == false)
|
||||
{
|
||||
if (touching)
|
||||
{
|
||||
if (Settings.AllCollisionCallbacksAgree)
|
||||
{
|
||||
bool enabledA = true, enabledB = true;
|
||||
|
||||
// Report the collision to both participants. Track which ones returned true so we can
|
||||
// later call OnSeparation if the contact is disabled for a different reason.
|
||||
if (FixtureA.OnCollision != null)
|
||||
foreach (OnCollisionEventHandler handler in FixtureA.OnCollision.GetInvocationList())
|
||||
enabledA = handler(FixtureA, FixtureB, this) && enabledA;
|
||||
|
||||
// Reverse the order of the reported fixtures. The first fixture is always the one that the
|
||||
// user subscribed to.
|
||||
if (FixtureB.OnCollision != null)
|
||||
foreach (OnCollisionEventHandler handler in FixtureB.OnCollision.GetInvocationList())
|
||||
enabledB = handler(FixtureB, FixtureA, this) && enabledB;
|
||||
|
||||
Enabled = enabledA && enabledB;
|
||||
|
||||
// BeginContact can also return false and disable the contact
|
||||
if (enabledA && enabledB && contactManager.BeginContact != null)
|
||||
Enabled = contactManager.BeginContact(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Report the collision to both participants:
|
||||
if (FixtureA.OnCollision != null)
|
||||
foreach (OnCollisionEventHandler handler in FixtureA.OnCollision.GetInvocationList())
|
||||
Enabled = handler(FixtureA, FixtureB, this);
|
||||
|
||||
//Reverse the order of the reported fixtures. The first fixture is always the one that the
|
||||
//user subscribed to.
|
||||
if (FixtureB.OnCollision != null)
|
||||
foreach (OnCollisionEventHandler handler in FixtureB.OnCollision.GetInvocationList())
|
||||
Enabled = handler(FixtureB, FixtureA, this);
|
||||
|
||||
//BeginContact can also return false and disable the contact
|
||||
if (contactManager.BeginContact != null)
|
||||
Enabled = contactManager.BeginContact(this);
|
||||
}
|
||||
|
||||
// If the user disabled the contact (needed to exclude it in TOI solver) at any point by
|
||||
// any of the callbacks, we need to mark it as not touching and call any separation
|
||||
// callbacks for fixtures that didn't explicitly disable the collision.
|
||||
if (!Enabled)
|
||||
IsTouching = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (touching == false)
|
||||
{
|
||||
//Report the separation to both participants:
|
||||
if (FixtureA != null && FixtureA.OnSeparation != null)
|
||||
FixtureA.OnSeparation(FixtureA, FixtureB);
|
||||
|
||||
//Reverse the order of the reported fixtures. The first fixture is always the one that the
|
||||
//user subscribed to.
|
||||
if (FixtureB != null && FixtureB.OnSeparation != null)
|
||||
FixtureB.OnSeparation(FixtureB, FixtureA);
|
||||
|
||||
if (contactManager.EndContact != null)
|
||||
contactManager.EndContact(this);
|
||||
}
|
||||
}
|
||||
|
||||
if (sensor)
|
||||
return;
|
||||
|
||||
if (contactManager.PreSolve != null)
|
||||
contactManager.PreSolve(this, ref oldManifold);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Evaluate this contact with your own manifold and transforms.
|
||||
/// </summary>
|
||||
/// <param name="manifold">The manifold.</param>
|
||||
/// <param name="transformA">The first transform.</param>
|
||||
/// <param name="transformB">The second transform.</param>
|
||||
private void Evaluate(ref Manifold manifold, ref Transform transformA, ref Transform transformB)
|
||||
{
|
||||
switch (_type)
|
||||
{
|
||||
case ContactType.Polygon:
|
||||
Collision.Collision.CollidePolygons(ref manifold, (PolygonShape)FixtureA.Shape, ref transformA, (PolygonShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
case ContactType.PolygonAndCircle:
|
||||
Collision.Collision.CollidePolygonAndCircle(ref manifold, (PolygonShape)FixtureA.Shape, ref transformA, (CircleShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
case ContactType.EdgeAndCircle:
|
||||
Collision.Collision.CollideEdgeAndCircle(ref manifold, (EdgeShape)FixtureA.Shape, ref transformA, (CircleShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
case ContactType.EdgeAndPolygon:
|
||||
Collision.Collision.CollideEdgeAndPolygon(ref manifold, (EdgeShape)FixtureA.Shape, ref transformA, (PolygonShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
case ContactType.ChainAndCircle:
|
||||
ChainShape chain = (ChainShape)FixtureA.Shape;
|
||||
chain.GetChildEdge(_edge, ChildIndexA);
|
||||
Collision.Collision.CollideEdgeAndCircle(ref manifold, _edge, ref transformA, (CircleShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
case ContactType.ChainAndPolygon:
|
||||
ChainShape loop2 = (ChainShape)FixtureA.Shape;
|
||||
loop2.GetChildEdge(_edge, ChildIndexA);
|
||||
Collision.Collision.CollideEdgeAndPolygon(ref manifold, _edge, ref transformA, (PolygonShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
case ContactType.Circle:
|
||||
Collision.Collision.CollideCircles(ref manifold, (CircleShape)FixtureA.Shape, ref transformA, (CircleShape)FixtureB.Shape, ref transformB);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
internal static Contact Create(Fixture fixtureA, int indexA, Fixture fixtureB, int indexB)
|
||||
{
|
||||
ShapeType type1 = fixtureA.Shape.ShapeType;
|
||||
ShapeType type2 = fixtureB.Shape.ShapeType;
|
||||
|
||||
Debug.Assert(ShapeType.Unknown < type1 && type1 < ShapeType.TypeCount);
|
||||
Debug.Assert(ShapeType.Unknown < type2 && type2 < ShapeType.TypeCount);
|
||||
|
||||
Contact c;
|
||||
Queue<Contact> pool = fixtureA.Body._world._contactPool;
|
||||
if (pool.Count > 0)
|
||||
{
|
||||
c = pool.Dequeue();
|
||||
if ((type1 >= type2 || (type1 == ShapeType.Edge && type2 == ShapeType.Polygon)) && !(type2 == ShapeType.Edge && type1 == ShapeType.Polygon))
|
||||
{
|
||||
c.Reset(fixtureA, indexA, fixtureB, indexB);
|
||||
}
|
||||
else
|
||||
{
|
||||
c.Reset(fixtureB, indexB, fixtureA, indexA);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Edge+Polygon is non-symetrical due to the way Erin handles collision type registration.
|
||||
if ((type1 >= type2 || (type1 == ShapeType.Edge && type2 == ShapeType.Polygon)) && !(type2 == ShapeType.Edge && type1 == ShapeType.Polygon))
|
||||
{
|
||||
c = new Contact(fixtureA, indexA, fixtureB, indexB);
|
||||
}
|
||||
else
|
||||
{
|
||||
c = new Contact(fixtureB, indexB, fixtureA, indexA);
|
||||
}
|
||||
}
|
||||
|
||||
c._type = _registers[(int)type1, (int)type2];
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
internal void Destroy()
|
||||
{
|
||||
#if USE_ACTIVE_CONTACT_SET
|
||||
FixtureA.Body.World.ContactManager.RemoveActiveContact(this);
|
||||
#endif
|
||||
FixtureA.Body._world._contactPool.Enqueue(this);
|
||||
|
||||
if (Manifold.PointCount > 0 && FixtureA.IsSensor == false && FixtureB.IsSensor == false)
|
||||
{
|
||||
FixtureA.Body.Awake = true;
|
||||
FixtureB.Body.Awake = true;
|
||||
}
|
||||
|
||||
Reset(null, 0, null, 0);
|
||||
}
|
||||
|
||||
#region Nested type: ContactType
|
||||
|
||||
private enum ContactType
|
||||
{
|
||||
NotSupported,
|
||||
Polygon,
|
||||
PolygonAndCircle,
|
||||
Circle,
|
||||
EdgeAndPolygon,
|
||||
EdgeAndCircle,
|
||||
ChainAndPolygon,
|
||||
ChainAndCircle,
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user