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Mindustry/core/src/mindustry/async/CollisionProcess.java

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2020-05-01 14:36:33 -04:00
package mindustry.async;
import arc.*;
import arc.box2d.*;
import arc.box2d.BodyDef.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
import arc.util.pooling.*;
import arc.util.pooling.Pool.*;
import mindustry.entities.*;
import mindustry.gen.*;
/**
* Processes collisions.
*
* Each entity is assigned a final filter layer, then given a body and inserted into a physics world.
*
* Async:
* The body's position is set to its entity position, and the body velocity is set to the entity delta.
* Collisions are resolved and stored in a list, then processed synchronously.
*
*/
public class CollisionProcess implements AsyncProcess, ContactListener, ContactFilter{
private Pool<CollisionRef> pool = Pools.get(CollisionRef.class, CollisionRef::new);
private Physics physics;
private Array<CollisionRef> refs = new Array<>(false);
private BodyDef def;
private FixtureDef fdef;
private EntityGroup<? extends Collisionc> group = Groups.collision;
private Array<Collisionc> collisions = new Array<>(Collisionc.class);
public CollisionProcess(){
def = new BodyDef();
def.type = BodyType.DynamicBody;
fdef = new FixtureDef();
fdef.density = 1;
fdef.isSensor = true;
}
@Override
public void begin(){
if(physics == null) return;
//remove stale entities
refs.removeAll(ref -> {
if(!ref.entity.isAdded()){
physics.destroyBody(ref.body);
pool.free(ref);
return true;
}
return false;
});
collisions.clear();
//find entities without bodies and assign them
for(Collisionc entity : group){
if(entity.colref() == null){
//add bodies to entities that have none
fdef.shape = new CircleShape(entity.hitSize() / 2f);
def.position.set(entity);
Body body = physics.createBody(def);
body.createFixture(fdef);
CollisionRef ref = pool.obtain().set(entity, body);
refs.add(ref);
body.setUserData(ref);
entity.colref(ref);
}
//save last position
CollisionRef ref = entity.colref();
ref.position.set(entity);
}
}
@Override
public void process(){
if(physics == null) return;
collisions.clear();
Time.mark();
//get last position vectors before step
for(CollisionRef ref : refs){
//force set target position
ref.body.setPosition(ref.position.x, ref.position.y);
//write velocity
ref.body.setLinearVelocity(ref.velocity);
}
physics.step(Core.graphics.getDeltaTime(), 2, 2);
}
@Override
public void end(){
if(physics == null) return;
//processes anything that happened
for(int i = 0; i < collisions.size; i += 2){
Collisionc a = collisions.items[i];
Collisionc b = collisions.items[i + 1];
//TODO incorrect
float cx = (a.x() + b.x())/2f, cy = (a.y() + b.y())/2f;
a.collision(b, cx, cy);
b.collision(a, cx, cy);
}
//update velocity state based on frame movement
for(CollisionRef ref : refs){
ref.velocity.set(ref.entity).sub(ref.position);
}
}
@Override
public void reset(){
if(physics != null){
pool.freeAll(refs);
refs.clear();
physics.dispose();
physics = null;
}
}
@Override
public void init(){
reset();
physics = new Physics(new Vec2(), true);
physics.setContactListener(this);
physics.setContactFilter(this);
}
@Override
public void beginContact(Contact contact){
CollisionRef a = contact.getFixtureA().getBody().getUserData();
CollisionRef b = contact.getFixtureB().getBody().getUserData();
//save collision
collisions.add(a.entity, b.entity);
}
@Override
public void endContact(Contact contact){
}
@Override
public void preSolve(Contact contact, Manifold oldManifold){
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse){
}
@Override
public boolean shouldCollide(Fixture fixtureA, Fixture fixtureB){
CollisionRef a = fixtureA.getBody().getUserData();
CollisionRef b = fixtureB.getBody().getUserData();
//note that this method is called in a different thread, but for simple collision checks state doesn't matter too much
return a != b && a.entity.collides(b.entity) && b.entity.collides(a.entity);
}
public static class CollisionRef implements Poolable{
Collisionc entity;
Body body;
Vec2 velocity = new Vec2(), position = new Vec2();
public CollisionRef set(Collisionc entity, Body body){
this.entity = entity;
this.body = body;
position.set(entity);
return this;
}
@Override
public void reset(){
entity = null;
body = null;
velocity.setZero();
position.setZero();
}
}
}