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Contact Ended System Overhaul #52
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- CollisionEnded renamed to ContactEnded - New Contact class added -
- OnContactEnded event fixed - OnColliderContact event fixed - ResolveContactEnded function implemented - ResolveColliderContactEnded function implemented
… info from List<CollisionInformation> info. - CollisionHandler updated. - EndlessSpaceCollision scene updated. - GameObjectHandlerExample scene updated.
…invalid collision points
…onPoint renamed to GetCombinedCollisionPoint in Collision.
…ads) added to CollisionInformation. Exists, Find, FindAll functions added to CollisionInformation.
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The Contact Ended system was lacking functionality and did not work correctly after the 3.0 changes to how collision information is collected. I have split the system in 2 systems:
Each individual collision / overlap between two colliders reports FirstContact and Contact ended. In addition to that CollisionObjects now report FirstContact and Contact ended as well. If two collision objects contact for the first time (with any pair of colliders) FirstContact within the resulting CollisionInformation will be true. As soon as all contacts between those two collision objects have ended, ContactEnded() will be called on the active collision object.
Previously, this was not possible on the user side because only colliders reported FirstContact/ ContactEnded without anything taking CollisionObjects into account. So if a collider reported ContactEnded, it was still possible that another pair of colliders between the same collision objects was still in contact.