def PreSolve(self, contact, old_manifold):
        """
        This is a critical function when there are many contacts in the world.
        It should be optimized as much as possible.
        """
        if not (self.settings.drawContactPoints
                or self.settings.drawContactNormals or self.using_contacts):
            return
        elif len(self.points) > self.settings.maxContactPoints:
            return

        manifold = contact.manifold
        if manifold.pointCount == 0:
            return

        _, state2 = b2.b2GetPointStates(old_manifold, manifold)
        if not state2:
            return

        worldManifold = contact.worldManifold

        for i, _ in enumerate(state2):
            self.points.append({
                'fixtureA': contact.fixtureA,
                'fixtureB': contact.fixtureB,
                'position': worldManifold.points[i],
                'normal': worldManifold.normal,
                'state': state2[i]
            })
示例#2
0
    def PreSolve(self, contact, old_manifold):
        """
        This is a critical function when there are many contacts in the world.
        It should be optimized as much as possible.
        """
        if not (self.settings.drawContactPoints
                or self.settings.drawContactNormals or self.using_contacts):
            return
        elif len(self.points) > self.settings.maxContactPoints:
            return

        manifold = contact.manifold
        if manifold.pointCount == 0:
            return

        _, state2 = b2.b2GetPointStates(old_manifold, manifold)
        if not state2:
            return

        worldManifold = contact.worldManifold

        for i, _ in enumerate(state2):
            point = worldManifold.points[0]
            bodyA = contact.fixtureA.body
            bodyB = contact.fixtureB.body
            vA = bodyA.GetLinearVelocityFromWorldPoint(point)
            vB = bodyB.GetLinearVelocityFromWorldPoint(point)
            approachVelocity = b2.b2Dot(vB - vA, worldManifold.normal)
            # print("approachVelocity", approachVelocity)
            if abs(approachVelocity) > 1.0:
                self.collision = True

            self.points.append({
                'fixtureA': contact.fixtureA,
                'fixtureB': contact.fixtureB,
                'bodyA': bodyA,
                'bodyB': bodyB,
                'position': worldManifold.points[i],
                'normal': worldManifold.normal,
                'state': state2[i]
            })