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space.go
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space.go
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package chipmunk
import (
"errors"
"fmt"
"github.com/vova616/chipmunk/transform"
"github.com/vova616/chipmunk/vect"
//"github.com/davecgh/go-spew/spew"
"math"
"time"
)
const ArbiterBufferSize = 1000
const ContactBufferSize = ArbiterBufferSize * MaxPoints
type Space struct {
/// Number of iterations to use in the impulse solver to solve contacts.
Iterations int
/// Gravity to pass to rigid bodies when integrating velocity.
Gravity vect.Vect
/// Damping rate expressed as the fraction of velocity bodies retain each second.
/// A value of 0.9 would mean that each body's velocity will drop 10% per second.
/// The default value is 1.0, meaning no damping is applied.
/// @note This damping value is different than those of cpDampedSpring and cpDampedRotarySpring.
damping vect.Float
/// Speed threshold for a body to be considered idle.
/// The default value of 0 means to let the space guess a good threshold based on gravity.
idleSpeedThreshold vect.Float
/// Time a group of bodies must remain idle in order to fall asleep.
/// Enabling sleeping also implicitly enables the the contact graph.
/// The default value of INFINITY disables the sleeping algorithm.
sleepTimeThreshold vect.Float
/// Amount of encouraged penetration between colliding shapes.
/// Used to reduce oscillating contacts and keep the collision cache warm.
/// Defaults to 0.1. If you have poor simulation quality,
/// increase this number as much as possible without allowing visible amounts of overlap.
collisionSlop vect.Float
/// Determines how fast overlapping shapes are pushed apart.
/// Expressed as a fraction of the error remaining after each second.
/// Defaults to pow(1.0 - 0.1, 60.0) meaning that Chipmunk fixes 10% of overlap each frame at 60Hz.
collisionBias vect.Float
/// Number of frames that contact information should persist.
/// Defaults to 3. There is probably never a reason to change this value.
collisionPersistence int64
/// Rebuild the contact graph during each step. Must be enabled to use the cpBodyEachArbiter() function.
/// Disabled by default for a small performance boost. Enabled implicitly when the sleeping feature is enabled.
enableContactGraph bool
curr_dt vect.Float
Constraints []Constraint
Bodies []*Body
sleepingComponents []*Body
deleteBodies []*Body
stamp time.Duration
staticShapes *SpatialIndex
activeShapes *SpatialIndex
cachedArbiters map[HashPair]*Arbiter
Arbiters []*Arbiter
ArbiterBuffer []*Arbiter
ContactBuffer [][]*Contact
ApplyImpulsesTime time.Duration
ReindexQueryTime time.Duration
StepTime time.Duration
}
type ContactBufferHeader struct {
stamp time.Duration
next *ContactBufferHeader
numContacts int
}
type ContactBuffer struct {
header ContactBufferHeader
contacts [256]Contact
}
func NewSpace() (space *Space) {
space = &Space{}
space.Iterations = 20
space.Gravity = vect.Vector_Zero
space.damping = 1
space.collisionSlop = 0.5
space.collisionBias = vect.Float(math.Pow(1.0-0.1, 60))
space.collisionPersistence = 3
space.Constraints = make([]Constraint, 0)
space.Bodies = make([]*Body, 0)
space.deleteBodies = make([]*Body, 0)
space.sleepingComponents = make([]*Body, 0)
space.staticShapes = NewBBTree(nil)
space.activeShapes = NewBBTree(space.staticShapes)
space.cachedArbiters = make(map[HashPair]*Arbiter)
space.Arbiters = make([]*Arbiter, 0)
space.ArbiterBuffer = make([]*Arbiter, ArbiterBufferSize)
for i := 0; i < len(space.ArbiterBuffer); i++ {
space.ArbiterBuffer[i] = newArbiter()
}
space.ContactBuffer = make([][]*Contact, ContactBufferSize)
for i := 0; i < len(space.ContactBuffer); i++ {
var contacts []*Contact = make([]*Contact, MaxPoints)
for i := 0; i < MaxPoints; i++ {
contacts[i] = &Contact{}
}
space.ContactBuffer[i] = contacts
}
/*
for i := 0; i < 8; i++ {
go space.MultiThreadTest()
}
*/
return
}
func (space *Space) Destory() {
fmt.Println("Destory is depricated, used Destroy instead.")
space.Destroy()
}
func (space *Space) Destroy() {
space.Bodies = nil
space.sleepingComponents = nil
space.staticShapes = nil
space.activeShapes = nil
space.cachedArbiters = nil
space.Arbiters = nil
space.ArbiterBuffer = nil
space.ContactBuffer = nil
}
func (space *Space) Step(dt vect.Float) {
// don't step if the timestep is 0!
if dt == 0 {
return
}
stepStart := time.Now()
bodies := space.Bodies
for _, arb := range space.Arbiters {
arb.state = arbiterStateNormal
}
space.Arbiters = space.Arbiters[0:0]
prev_dt := space.curr_dt
space.curr_dt = dt
space.stamp++
for _, body := range bodies {
if body.Enabled {
body.UpdatePosition(dt)
}
}
for _, body := range bodies {
if body.Enabled {
body.UpdateShapes()
}
}
start := time.Now()
space.activeShapes.ReindexQuery(func(a, b Indexable) {
SpaceCollideShapes(a.Shape(), b.Shape(), space)
})
space.ReindexQueryTime = time.Since(start)
//axc := space.activeShapes.SpatialIndexClass.(*BBTree)
//PrintTree(axc.root)
for h, arb := range space.cachedArbiters {
ticks := space.stamp - arb.stamp
deleted := (arb.BodyA.deleted || arb.BodyB.deleted)
disabled := !(arb.BodyA.Enabled || arb.BodyB.Enabled)
if (ticks >= 1 && arb.state != arbiterStateCached) || deleted || disabled {
arb.state = arbiterStateCached
if arb.BodyA.CallbackHandler != nil {
arb.BodyA.CallbackHandler.CollisionExit(arb)
}
if arb.BodyB.CallbackHandler != nil {
arb.BodyB.CallbackHandler.CollisionExit(arb)
}
}
if ticks > time.Duration(space.collisionPersistence) || deleted {
delete(space.cachedArbiters, h)
space.ArbiterBuffer = append(space.ArbiterBuffer, arb)
c := arb.Contacts
if c != nil {
space.ContactBuffer = append(space.ContactBuffer, c)
}
}
}
slop := space.collisionSlop
biasCoef := vect.Float(1.0 - math.Pow(float64(space.collisionBias), float64(dt)))
invdt := vect.Float(1 / dt)
for _, arb := range space.Arbiters {
arb.preStep(invdt, slop, biasCoef)
}
for _, con := range space.Constraints {
con.PreSolve()
con.PreStep(dt)
}
damping := vect.Float(math.Pow(float64(space.damping), float64(dt)))
for _, body := range bodies {
if body.Enabled {
if body.IgnoreGravity {
body.updateVelocityProxy(vect.Vector_Zero, damping, dt)
continue
}
body.updateVelocityProxy(space.Gravity, damping, dt)
}
}
dt_coef := vect.Float(0)
if prev_dt != 0 {
dt_coef = dt / prev_dt
}
for _, arb := range space.Arbiters {
arb.applyCachedImpulse(dt_coef)
}
for _, con := range space.Constraints {
con.ApplyCachedImpulse(dt_coef)
}
//fmt.Println("STEP")
start = time.Now()
//fmt.Println("Arbiters", len(space.Arbiters), biasCoef, dt)
//spew.Config.MaxDepth = 3
//spew.Config.Indent = "\t"
for i := 0; i < space.Iterations; i++ {
for _, arb := range space.Arbiters {
arb.applyImpulse()
//spew.Dump(arb)
//spew.Printf("%+v\n", arb)
}
for _, con := range space.Constraints {
con.ApplyImpulse()
}
}
//fmt.Println("####")
//fmt.Println("")
//MultiThreadGo()
//for i:=0; i<8; i++ {
// <-done
//}
space.ApplyImpulsesTime = time.Since(start)
for _, con := range space.Constraints {
con.PostSolve()
}
for _, arb := range space.Arbiters {
if arb.ShapeA.Body.CallbackHandler != nil {
arb.ShapeA.Body.CallbackHandler.CollisionPostSolve(arb)
}
if arb.ShapeB.Body.CallbackHandler != nil {
arb.ShapeB.Body.CallbackHandler.CollisionPostSolve(arb)
}
}
if len(space.deleteBodies) > 0 {
for _, body := range space.deleteBodies {
space.removeBody(body)
}
space.deleteBodies = space.deleteBodies[0:0]
}
stepEnd := time.Now()
space.StepTime = stepEnd.Sub(stepStart)
}
var done = make(chan bool, 8)
var start = make(chan bool, 8)
func (space *Space) MultiThreadTest() {
for {
<-start
for i := 0; i < space.Iterations/8; i++ {
for _, arb := range space.Arbiters {
if arb.ShapeA.IsSensor || arb.ShapeB.IsSensor {
continue
}
arb.applyImpulse()
}
}
done <- true
}
}
func MultiThreadGo() {
for i := 0; i < 8; i++ {
start <- true
}
for i := 0; i < 8; i++ {
<-done
}
}
func PrintTree(node *Node) {
if node != nil {
fmt.Println("Parent:")
fmt.Println(node.bb)
fmt.Println("A:")
PrintTree(node.A)
fmt.Println("B:")
PrintTree(node.B)
}
}
func (space *Space) Space() *Space {
return space
}
func (space *Space) Query(obj Indexable, aabb AABB, fnc SpatialIndexQueryFunc) {
space.activeShapes.Query(obj, aabb, fnc)
}
func (space *Space) QueryStatic(obj Indexable, aabb AABB, fnc SpatialIndexQueryFunc) {
space.staticShapes.Query(obj, aabb, fnc)
}
func (space *Space) SpacePointQueryFirst(point vect.Vect, layers Layer, group Group, checkSensors bool) (shape *Shape) {
found := false
pointFunc := func(a, b Indexable) {
if found {
return
}
shapeB := b.Shape()
shapeA := a.Shape()
if !queryRejectShapes(shapeA, shapeB) {
if !checkSensors && shapeB.IsSensor {
return
}
contacts := space.pullContactBuffer()
numContacts := collide(contacts, shapeA, shapeB)
if numContacts <= 0 {
space.pushContactBuffer(contacts)
return
}
shape = shapeB
found = true
}
}
dot := NewCircle(vect.Vector_Zero, 0.5)
dot.BB = dot.update(transform.NewTransform(point, 0))
dot.Layer = layers
dot.Group = group
space.staticShapes.Query(dot, dot.AABB(), pointFunc)
if found {
return
}
space.activeShapes.Query(dot, dot.AABB(), pointFunc)
return
}
func (space *Space) SpacePointQuery(point vect.Vect, layers Layer, group Group, checkSensors bool) (shapes []*Shape) {
pointFunc := func(a, b Indexable) {
shapeB := b.Shape()
shapeA := a.Shape()
if !queryRejectShapes(shapeA, shapeB) {
if !checkSensors && shapeB.IsSensor {
return
}
contacts := space.pullContactBuffer()
numContacts := collide(contacts, shapeA, shapeB)
if numContacts <= 0 {
space.pushContactBuffer(contacts)
return
}
shapes = append(shapes, shapeB)
}
}
dot := NewCircle(vect.Vector_Zero, 0.5)
dot.BB = dot.update(transform.NewTransform(point, 0))
dot.Layer = layers
dot.Group = group
space.staticShapes.Query(dot, dot.AABB(), pointFunc)
space.activeShapes.Query(dot, dot.AABB(), pointFunc)
return
}
/*
func (space *Space) SpacePointQuery(point vect.Vect, layers Layer, group Group, cpSpacePointQueryFunc func, void *data)
{
struct PointQueryContext context = {point, layers, group, func, data};
cpBB bb = cpBBNewForCircle(point, 0.0f);
cpSpaceLock(space); {
cpSpatialIndexQuery(space->activeShapes, &context, bb, (cpSpatialIndexQueryFunc)PointQuery, data);
cpSpatialIndexQuery(space->staticShapes, &context, bb, (cpSpatialIndexQueryFunc)PointQuery, data);
} cpSpaceUnlock(space, cpTrue);
}
*/
func (space *Space) ActiveBody(body *Body) error {
if body.IsRogue() {
return errors.New("Internal error: Attempting to activate a rouge body.")
}
space.Bodies = append(space.Bodies, body)
for _, shape := range body.Shapes {
space.staticShapes.Remove(shape)
space.activeShapes.Insert(shape)
}
/*
for _, arb := range body.Arbiters {
bodyA := arb.BodyA
if body == bodyA || bodyA.IsStatic() {
int numContacts = arb->numContacts;
cpContact *contacts = arb->contacts;
// Restore contact values back to the space's contact buffer memory
arb->contacts = cpContactBufferGetArray(space);
memcpy(arb->contacts, contacts, numContacts*sizeof(cpContact));
cpSpacePushContacts(space, numContacts);
// Reinsert the arbiter into the arbiter cache
arbHashID := hashPair(arb.BodyA.Hash()*20, arb.BodyB.Hash()*10)
space.cachedArbiters[arbHashID] = arb
// Update the arbiter's state
arb.stamp = space.stamp
space->arbiters = append(space->arbiters, arb)
//cpfree(contacts);
}
}
*/
return nil
}
func (space *Space) ProcessComponents(dt vect.Float) {
sleep := math.IsInf(float64(space.sleepTimeThreshold), 0)
bodies := space.Bodies
_ = bodies
if sleep {
dv := space.idleSpeedThreshold
dvsq := vect.Float(0)
if dv == 0 {
dvsq = dv * dv
} else {
dvsq = space.Gravity.LengthSqr() * dt * dt
}
for _, body := range space.Bodies {
keThreshold := vect.Float(0)
if dvsq != 0 {
keThreshold = body.m * dvsq
}
body.node.IdleTime = 0
if body.KineticEnergy() <= keThreshold {
body.node.IdleTime += dt
}
}
}
for _, arb := range space.Arbiters {
a, b := arb.BodyA, arb.BodyB
_, _ = a, b
if sleep {
}
}
/*
// Awaken any sleeping bodies found and then push arbiters to the bodies' lists.
cpArray *arbiters = space->arbiters;
for(int i=0, count=arbiters->num; i<count; i++){
cpArbiter *arb = (cpArbiter*)arbiters->arr[i];
cpBody *a = arb->body_a, *b = arb->body_b;
if(sleep){
if((cpBodyIsRogue(b) && !cpBodyIsStatic(b)) || cpBodyIsSleeping(a)) cpBodyActivate(a);
if((cpBodyIsRogue(a) && !cpBodyIsStatic(a)) || cpBodyIsSleeping(b)) cpBodyActivate(b);
}
cpBodyPushArbiter(a, arb);
cpBodyPushArbiter(b, arb);
}
if(sleep){
// Bodies should be held active if connected by a joint to a non-static rouge body.
cpArray *constraints = space->constraints;
for(int i=0; i<constraints->num; i++){
cpConstraint *constraint = (cpConstraint *)constraints->arr[i];
cpBody *a = constraint->a, *b = constraint->b;
if(cpBodyIsRogue(b) && !cpBodyIsStatic(b)) cpBodyActivate(a);
if(cpBodyIsRogue(a) && !cpBodyIsStatic(a)) cpBodyActivate(b);
}
// Generate components and deactivate sleeping ones
for(int i=0; i<bodies->num;){
cpBody *body = (cpBody*)bodies->arr[i];
if(ComponentRoot(body) == NULL){
// Body not in a component yet. Perform a DFS to flood fill mark
// the component in the contact graph using this body as the root.
FloodFillComponent(body, body);
// Check if the component should be put to sleep.
if(!ComponentActive(body, space->sleepTimeThreshold)){
cpArrayPush(space->sleepingComponents, body);
CP_BODY_FOREACH_COMPONENT(body, other) cpSpaceDeactivateBody(space, other);
// cpSpaceDeactivateBody() removed the current body from the list.
// Skip incrementing the index counter.
continue;
}
}
i++;
// Only sleeping bodies retain their component node pointers.
body->node.root = NULL;
body->node.next = NULL;
}
}
*/
}
// Creates an arbiter between the given shapes.
// If the shapes do not collide, arbiter.NumContact is zero.
func (space *Space) CreateArbiter(sa, sb *Shape) *Arbiter {
var arb *Arbiter
if len(space.ArbiterBuffer) > 0 {
arb, space.ArbiterBuffer = space.ArbiterBuffer[len(space.ArbiterBuffer)-1], space.ArbiterBuffer[:len(space.ArbiterBuffer)-1]
} else {
for i := 0; i < ArbiterBufferSize/2; i++ {
space.ArbiterBuffer = append(space.ArbiterBuffer, newArbiter())
}
arb = newArbiter()
}
//arb = newArbiter()
if sa.ShapeType() > sb.ShapeType() {
arb.ShapeA = sb
arb.ShapeB = sa
} else {
arb.ShapeA = sa
arb.ShapeB = sb
}
arb.BodyA = arb.ShapeA.Body
arb.BodyB = arb.ShapeB.Body
arb.Surface_vr = vect.Vect{}
arb.stamp = 0
//arb.nodeA = new(ArbiterEdge)
//arb.nodeB = new(ArbiterEdge)
arb.state = arbiterStateFirstColl
arb.Contacts = nil
arb.NumContacts = 0
arb.e = 0
arb.u = 0
return arb
}
func spaceCollideShapes(a, b Indexable, null Data) {
SpaceCollideShapes(a.Shape(), b.Shape(), a.Shape().space)
}
func SpaceCollideShapes(a, b *Shape, space *Space) {
if queryReject(a, b) {
return
}
if a.ShapeType() > b.ShapeType() {
a, b = b, a
}
//cpCollisionHandler *handler = cpSpaceLookupHandler(space, a->collision_type, b->collision_type);
sensor := a.IsSensor || b.IsSensor
//if(sensor && handler == &cpDefaultCollisionHandler) return;
//if sensor {
// return
//}
// Narrow-phase collision detection.
contacts := space.pullContactBuffer()
numContacts := collide(contacts, a, b)
if numContacts <= 0 {
space.pushContactBuffer(contacts)
return // Shapes are not colliding.
}
contacts = contacts[:numContacts]
// Get an arbiter from space->arbiterSet for the two shapes.
// This is where the persistant contact magic comes from.
arbHashID := newPair(a, b)
var arb *Arbiter
arb, exist := space.cachedArbiters[arbHashID]
if !exist {
arb = space.CreateArbiter(a, b)
}
var oldContacts []*Contact
if arb.Contacts != nil {
oldContacts = arb.Contacts
}
arb.update(a, b, contacts, numContacts)
if oldContacts != nil {
space.pushContactBuffer(oldContacts)
}
space.cachedArbiters[arbHashID] = arb
// Call the begin function first if it's the first step
if arb.state == arbiterStateFirstColl {
ignore := false
if b.Body.CallbackHandler != nil {
ignore = !b.Body.CallbackHandler.CollisionEnter(arb)
}
if a.Body.CallbackHandler != nil {
ignore = ignore || !a.Body.CallbackHandler.CollisionEnter(arb)
}
if ignore {
arb.Ignore() // permanently ignore the collision until separation
}
}
preSolveResult := true
// Ignore the arbiter if it has been flagged
if arb.state != arbiterStateIgnore {
// Call preSolve
if arb.ShapeA.Body.CallbackHandler != nil {
preSolveResult = arb.ShapeA.Body.CallbackHandler.CollisionPreSolve(arb)
}
if arb.ShapeB.Body.CallbackHandler != nil {
preSolveResult = preSolveResult || arb.ShapeB.Body.CallbackHandler.CollisionPreSolve(arb)
}
}
if preSolveResult &&
// Process, but don't add collisions for sensors.
!sensor {
space.Arbiters = append(space.Arbiters, arb)
} else {
//cpSpacePopContacts(space, numContacts);
space.ContactBuffer = append(space.ContactBuffer, arb.Contacts)
arb.Contacts = nil
arb.NumContacts = 0
// Normally arbiters are set as used after calling the post-solve callback.
// However, post-solve callbacks are not called for sensors or arbiters rejected from pre-solve.
if arb.state != arbiterStateIgnore {
arb.state = arbiterStateNormal
}
}
// Time stamp the arbiter so we know it was used recently.
arb.stamp = space.stamp
}
func queryRejectShapes(a, b *Shape) bool {
return a == b || (a.Group != 0 && a.Group == b.Group) || (a.Layer&b.Layer) == 0 || (a.Body != nil && !a.Body.Enabled) || (b.Body != nil && !b.Body.Enabled)
}
func queryReject(a, b *Shape) bool {
//|| (a.Layer & b.Layer) != 0
return a.Body == b.Body || (a.Group != 0 && a.Group == b.Group) || (a.Layer&b.Layer) == 0 || !a.Body.Enabled || !b.Body.Enabled || (math.IsInf(float64(a.Body.m), 0) && math.IsInf(float64(b.Body.m), 0)) || !TestOverlapPtr(&a.BB, &b.BB)
}
func (space *Space) AddBody(body *Body) *Body {
if body.space != nil {
println("This body is already added to a space and cannot be added to another.")
return body
}
body.space = space
if !body.IsStatic() {
space.Bodies = append(space.Bodies, body)
}
for _, shape := range body.Shapes {
if shape.space == nil {
space.AddShape(shape)
}
}
return body
}
func (space *Space) AddShape(shape *Shape) *Shape {
if shape.space != nil {
println("This shape is already added to a space and cannot be added to another.")
return shape
}
shape.space = space
shape.Update()
if shape.Body.IsStatic() {
space.staticShapes.Insert(shape)
} else {
space.activeShapes.Insert(shape)
}
return shape
}
func (space *Space) AddConstraint(constraint Constraint) Constraint {
con := constraint.Constraint()
if con.space != nil {
panic("This shape is already added to a space and cannot be added to another.")
}
con.BodyA.BodyActivate()
con.BodyB.BodyActivate()
space.Constraints = append(space.Constraints, constraint)
// Push onto the heads of the bodies' constraint lists
//cpBody *a = constraint->a, *b = constraint->b;
//constraint->next_a = a->constraintList; a->constraintList = constraint;
//constraint->next_b = b->constraintList; b->constraintList = constraint;
con.space = space
return constraint
}
func (space *Space) RemoveConstraint(constraint Constraint) {
con := constraint.Constraint()
if con.space == nil {
panic("Cannot remove a constraint that was not added to the space. (Removed twice maybe?)")
}
con.BodyA.BodyActivate()
con.BodyB.BodyActivate()
for i, c := range space.Constraints {
if constraint == c {
space.Constraints[i], space.Constraints = space.Constraints[len(space.Constraints)-1], space.Constraints[:len(space.Constraints)-1]
break
}
}
//cpBodyRemoveConstraint(constraint->a, constraint);
//cpBodyRemoveConstraint(constraint->b, constraint);
con.space = nil
con.BodyA = nil
con.BodyB = nil
}
func (space *Space) removeBody(body *Body) {
for _, shape := range body.Shapes {
space.RemoveShape(shape)
}
body.space = nil
body.Shapes = nil
body.UserData = nil
body.CallbackHandler = nil
body.UpdateVelocityFunc = nil
body.UpdatePositionFunc = nil
}
func (space *Space) RemoveBody(body *Body) {
if body == nil {
return
}
body.BodyActivate()
for i, pbody := range space.Bodies {
if pbody == body {
space.Bodies[i], space.Bodies = space.Bodies[len(space.Bodies)-1], space.Bodies[:len(space.Bodies)-1]
break
}
}
body.deleted = true
space.deleteBodies = append(space.deleteBodies, body)
}
func (space *Space) RemoveShape(shape *Shape) {
shape.space = nil
if shape.Body.IsStatic() {
space.staticShapes.Remove(shape)
} else {
space.activeShapes.Remove(shape)
}
shape.Body = nil
shape.UserData = nil
shape.ShapeClass = nil
}
func (space *Space) pullContactBuffer() (contacts []*Contact) {
if len(space.ContactBuffer) > 0 {
contacts, space.ContactBuffer = space.ContactBuffer[len(space.ContactBuffer)-1], space.ContactBuffer[:len(space.ContactBuffer)-1]
} else {
for i := 0; i < ContactBufferSize/2; i++ {
ccs := make([]*Contact, MaxPoints)
for i := 0; i < MaxPoints; i++ {
ccs[i] = &Contact{}
}
space.ContactBuffer = append(space.ContactBuffer, ccs)
}
contacts, space.ContactBuffer = space.ContactBuffer[len(space.ContactBuffer)-1], space.ContactBuffer[:len(space.ContactBuffer)-1]
}
return
}
func (space *Space) pushContactBuffer(contacts []*Contact) {
space.ContactBuffer = append(space.ContactBuffer, contacts)
}