提交 0f195135 编写于 作者: V Viktor Lidholt

Adds support for keeping track of contact points in physics

上级 78dfdde4
......@@ -183,7 +183,57 @@ class PhysicsNode extends Node {
}
}
}
canvas.restore();
// Draw contacts
for (box2d.ContactEdge edge = body.getContactList(); edge != null; edge = edge.next) {
box2d.Contact contact = edge.contact;
Vector2 cA = new Vector2.zero();
Vector2 cB = new Vector2.zero();
box2d.Fixture fixtureA = contact.fixtureA;
box2d.Fixture fixtureB = contact.fixtureB;
fixtureA.getAABB(contact.getChildIndexA()).getCenterToOut(cA);
fixtureB.getAABB(contact.getChildIndexB()).getCenterToOut(cB);
Point p1 = new Point(
cA.x * b2WorldToNodeConversionFactor,
cA.y * b2WorldToNodeConversionFactor
);
Point p2 = new Point(
cB.x * b2WorldToNodeConversionFactor,
cB.y * b2WorldToNodeConversionFactor
);
shapePaint.color = new Color(0x33ffffff);
canvas.drawLine(p1, p2, shapePaint);
box2d.WorldManifold worldManifold = new box2d.WorldManifold();
contact.getWorldManifold(worldManifold);
shapePaint.color = new Color(0xffffffff);
for (Vector2 pt in worldManifold.points) {
Point pCenter = new Point(
pt.x * b2WorldToNodeConversionFactor,
pt.y * b2WorldToNodeConversionFactor
);
Offset offset = new Offset(
worldManifold.normal.x * 5.0,
worldManifold.normal.y * 5.0
);
Point p2 = pCenter + offset;
Point p1 = new Point(pCenter.x - offset.dx, pCenter.y - offset.dy);
canvas.drawLine(p1, p2, shapePaint);
canvas.drawCircle(pCenter, 5.0, shapePaint);
}
}
}
}
}
......@@ -195,7 +245,9 @@ class PhysicsContact {
this.shapeA,
this.shapeB,
this.isTouching,
this.isEnabled
this.isEnabled,
this.touchingPoints,
this.touchingNormal
);
final Node nodeA;
......@@ -204,6 +256,8 @@ class PhysicsContact {
final PhysicsShape shapeB;
final isTouching;
bool isEnabled;
final List<Point> touchingPoints;
final Offset touchingNormal;
}
class _ContactCallbackInfo {
......@@ -264,19 +318,35 @@ class _ContactHandler extends box2d.ContactListener {
if (match) {
// We have contact and a matched callback, setup contact info
List<Point> touchingPoints = null;
Offset touchingNormal = null;
// Fetch touching points, if any
if (b2Contact.isTouching()) {
box2d.WorldManifold manifold = new box2d.WorldManifold();
b2Contact.getWorldManifold(manifold);
touchingNormal = new Offset(manifold.normal.x, manifold.normal.y);
touchingPoints = [];
for (Vector2 vec in manifold.points) {
touchingPoints.add(new Point(
vec.x * physicsNode.b2WorldToNodeConversionFactor,
vec.y * physicsNode.b2WorldToNodeConversionFactor
));
}
}
// Create the contact
PhysicsContact contact = new PhysicsContact(
bodyA._node,
bodyB._node,
fixtureA.userData,
fixtureB.userData,
b2Contact.isTouching(),
b2Contact.isEnabled()
b2Contact.isEnabled(),
touchingPoints,
touchingNormal
);
if (type == PhysicsContactType.postSolve) {
}
// Make callback
info.callback(type, contact);
......
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