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- /*
- * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- */
- #include <Box2D/Dynamics/b2ContactManager.h>
- #include <Box2D/Dynamics/b2Body.h>
- #include <Box2D/Dynamics/b2Fixture.h>
- #include <Box2D/Dynamics/b2WorldCallbacks.h>
- #include <Box2D/Dynamics/Contacts/b2Contact.h>
- b2ContactFilter b2_defaultFilter;
- b2ContactListener b2_defaultListener;
- b2ContactManager::b2ContactManager()
- {
- m_contactList = NULL;
- m_contactCount = 0;
- m_contactFilter = &b2_defaultFilter;
- m_contactListener = &b2_defaultListener;
- m_allocator = NULL;
- }
- void b2ContactManager::Destroy(b2Contact* c)
- {
- b2Fixture* fixtureA = c->GetFixtureA();
- b2Fixture* fixtureB = c->GetFixtureB();
- b2Body* bodyA = fixtureA->GetBody();
- b2Body* bodyB = fixtureB->GetBody();
- if (m_contactListener && c->IsTouching())
- {
- m_contactListener->EndContact(c);
- }
- // Remove from the world.
- if (c->m_prev)
- {
- c->m_prev->m_next = c->m_next;
- }
- if (c->m_next)
- {
- c->m_next->m_prev = c->m_prev;
- }
- if (c == m_contactList)
- {
- m_contactList = c->m_next;
- }
- // Remove from body 1
- if (c->m_nodeA.prev)
- {
- c->m_nodeA.prev->next = c->m_nodeA.next;
- }
- if (c->m_nodeA.next)
- {
- c->m_nodeA.next->prev = c->m_nodeA.prev;
- }
- if (&c->m_nodeA == bodyA->m_contactList)
- {
- bodyA->m_contactList = c->m_nodeA.next;
- }
- // Remove from body 2
- if (c->m_nodeB.prev)
- {
- c->m_nodeB.prev->next = c->m_nodeB.next;
- }
- if (c->m_nodeB.next)
- {
- c->m_nodeB.next->prev = c->m_nodeB.prev;
- }
- if (&c->m_nodeB == bodyB->m_contactList)
- {
- bodyB->m_contactList = c->m_nodeB.next;
- }
- // Call the factory.
- b2Contact::Destroy(c, m_allocator);
- --m_contactCount;
- }
- // This is the top level collision call for the time step. Here
- // all the narrow phase collision is processed for the world
- // contact list.
- void b2ContactManager::Collide()
- {
- // Update awake contacts.
- b2Contact* c = m_contactList;
- while (c)
- {
- b2Fixture* fixtureA = c->GetFixtureA();
- b2Fixture* fixtureB = c->GetFixtureB();
- int32 indexA = c->GetChildIndexA();
- int32 indexB = c->GetChildIndexB();
- b2Body* bodyA = fixtureA->GetBody();
- b2Body* bodyB = fixtureB->GetBody();
-
- // Is this contact flagged for filtering?
- if (c->m_flags & b2Contact::e_filterFlag)
- {
- // Should these bodies collide?
- if (bodyB->ShouldCollide(bodyA) == false)
- {
- b2Contact* cNuke = c;
- c = cNuke->GetNext();
- Destroy(cNuke);
- continue;
- }
- // Check user filtering.
- if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
- {
- b2Contact* cNuke = c;
- c = cNuke->GetNext();
- Destroy(cNuke);
- continue;
- }
- // Clear the filtering flag.
- c->m_flags &= ~b2Contact::e_filterFlag;
- }
- bool activeA = bodyA->IsAwake() && bodyA->m_type != b2_staticBody;
- bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody;
- // At least one body must be awake and it must be dynamic or kinematic.
- if (activeA == false && activeB == false)
- {
- c = c->GetNext();
- continue;
- }
- int32 proxyIdA = fixtureA->m_proxies[indexA].proxyId;
- int32 proxyIdB = fixtureB->m_proxies[indexB].proxyId;
- bool overlap = m_broadPhase.TestOverlap(proxyIdA, proxyIdB);
- // Here we destroy contacts that cease to overlap in the broad-phase.
- if (overlap == false)
- {
- b2Contact* cNuke = c;
- c = cNuke->GetNext();
- Destroy(cNuke);
- continue;
- }
- // The contact persists.
- c->Update(m_contactListener);
- c = c->GetNext();
- }
- }
- void b2ContactManager::FindNewContacts()
- {
- m_broadPhase.UpdatePairs(this);
- }
- void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
- {
- b2FixtureProxy* proxyA = (b2FixtureProxy*)proxyUserDataA;
- b2FixtureProxy* proxyB = (b2FixtureProxy*)proxyUserDataB;
- b2Fixture* fixtureA = proxyA->fixture;
- b2Fixture* fixtureB = proxyB->fixture;
- int32 indexA = proxyA->childIndex;
- int32 indexB = proxyB->childIndex;
- b2Body* bodyA = fixtureA->GetBody();
- b2Body* bodyB = fixtureB->GetBody();
- // Are the fixtures on the same body?
- if (bodyA == bodyB)
- {
- return;
- }
- // TODO_ERIN use a hash table to remove a potential bottleneck when both
- // bodies have a lot of contacts.
- // Does a contact already exist?
- b2ContactEdge* edge = bodyB->GetContactList();
- while (edge)
- {
- if (edge->other == bodyA)
- {
- b2Fixture* fA = edge->contact->GetFixtureA();
- b2Fixture* fB = edge->contact->GetFixtureB();
- int32 iA = edge->contact->GetChildIndexA();
- int32 iB = edge->contact->GetChildIndexB();
- if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
- {
- // A contact already exists.
- return;
- }
- if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
- {
- // A contact already exists.
- return;
- }
- }
- edge = edge->next;
- }
- // Does a joint override collision? Is at least one body dynamic?
- if (bodyB->ShouldCollide(bodyA) == false)
- {
- return;
- }
- // Check user filtering.
- if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
- {
- return;
- }
- // Call the factory.
- b2Contact* c = b2Contact::Create(fixtureA, indexA, fixtureB, indexB, m_allocator);
- if (c == NULL)
- {
- return;
- }
- // Contact creation may swap fixtures.
- fixtureA = c->GetFixtureA();
- fixtureB = c->GetFixtureB();
- indexA = c->GetChildIndexA();
- indexB = c->GetChildIndexB();
- bodyA = fixtureA->GetBody();
- bodyB = fixtureB->GetBody();
- // Insert into the world.
- c->m_prev = NULL;
- c->m_next = m_contactList;
- if (m_contactList != NULL)
- {
- m_contactList->m_prev = c;
- }
- m_contactList = c;
- // Connect to island graph.
- // Connect to body A
- c->m_nodeA.contact = c;
- c->m_nodeA.other = bodyB;
- c->m_nodeA.prev = NULL;
- c->m_nodeA.next = bodyA->m_contactList;
- if (bodyA->m_contactList != NULL)
- {
- bodyA->m_contactList->prev = &c->m_nodeA;
- }
- bodyA->m_contactList = &c->m_nodeA;
- // Connect to body B
- c->m_nodeB.contact = c;
- c->m_nodeB.other = bodyA;
- c->m_nodeB.prev = NULL;
- c->m_nodeB.next = bodyB->m_contactList;
- if (bodyB->m_contactList != NULL)
- {
- bodyB->m_contactList->prev = &c->m_nodeB;
- }
- bodyB->m_contactList = &c->m_nodeB;
- // Wake up the bodies
- if (fixtureA->IsSensor() == false && fixtureB->IsSensor() == false)
- {
- bodyA->SetAwake(true);
- bodyB->SetAwake(true);
- }
- ++m_contactCount;
- }
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