| 1 | /* | 
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| 2 | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org | 
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| 3 | * | 
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| 4 | * This software is provided 'as-is', without any express or implied | 
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| 5 | * warranty.  In no event will the authors be held liable for any damages | 
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| 6 | * arising from the use of this software. | 
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| 7 | * Permission is granted to anyone to use this software for any purpose, | 
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| 8 | * including commercial applications, and to alter it and redistribute it | 
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| 9 | * freely, subject to the following restrictions: | 
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| 10 | * 1. The origin of this software must not be misrepresented; you must not | 
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| 11 | * claim that you wrote the original software. If you use this software | 
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| 12 | * in a product, an acknowledgment in the product documentation would be | 
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| 13 | * appreciated but is not required. | 
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| 14 | * 2. Altered source versions must be plainly marked as such, and must not be | 
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| 15 | * misrepresented as being the original software. | 
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| 16 | * 3. This notice may not be removed or altered from any source distribution. | 
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| 17 | */ | 
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| 18 |  | 
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| 19 | #include <Box2D/Dynamics/b2ContactManager.h> | 
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| 20 | #include <Box2D/Dynamics/b2Body.h> | 
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| 21 | #include <Box2D/Dynamics/b2Fixture.h> | 
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| 22 | #include <Box2D/Dynamics/b2WorldCallbacks.h> | 
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| 23 | #include <Box2D/Dynamics/Contacts/b2Contact.h> | 
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| 24 |  | 
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| 25 | b2ContactFilter b2_defaultFilter; | 
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| 26 | b2ContactListener b2_defaultListener; | 
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| 27 |  | 
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| 28 | b2ContactManager::b2ContactManager() | 
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| 29 | { | 
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| 30 | m_contactList = NULL; | 
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| 31 | m_contactCount = 0; | 
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| 32 | m_contactFilter = &b2_defaultFilter; | 
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| 33 | m_contactListener = &b2_defaultListener; | 
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| 34 | m_allocator = NULL; | 
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| 35 | } | 
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| 36 |  | 
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| 37 | void b2ContactManager::Destroy(b2Contact* c) | 
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| 38 | { | 
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| 39 | b2Fixture* fixtureA = c->GetFixtureA(); | 
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| 40 | b2Fixture* fixtureB = c->GetFixtureB(); | 
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| 41 | b2Body* bodyA = fixtureA->GetBody(); | 
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| 42 | b2Body* bodyB = fixtureB->GetBody(); | 
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| 43 |  | 
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| 44 | if (m_contactListener && c->IsTouching()) | 
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| 45 | { | 
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| 46 | m_contactListener->EndContact(c); | 
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| 47 | } | 
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| 48 |  | 
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| 49 | // Remove from the world. | 
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| 50 | if (c->m_prev) | 
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| 51 | { | 
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| 52 | c->m_prev->m_next = c->m_next; | 
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| 53 | } | 
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| 54 |  | 
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| 55 | if (c->m_next) | 
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| 56 | { | 
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| 57 | c->m_next->m_prev = c->m_prev; | 
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| 58 | } | 
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| 59 |  | 
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| 60 | if (c == m_contactList) | 
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| 61 | { | 
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| 62 | m_contactList = c->m_next; | 
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| 63 | } | 
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| 64 |  | 
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| 65 | // Remove from body 1 | 
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| 66 | if (c->m_nodeA.prev) | 
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| 67 | { | 
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| 68 | c->m_nodeA.prev->next = c->m_nodeA.next; | 
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| 69 | } | 
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| 70 |  | 
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| 71 | if (c->m_nodeA.next) | 
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| 72 | { | 
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| 73 | c->m_nodeA.next->prev = c->m_nodeA.prev; | 
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| 74 | } | 
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| 75 |  | 
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| 76 | if (&c->m_nodeA == bodyA->m_contactList) | 
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| 77 | { | 
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| 78 | bodyA->m_contactList = c->m_nodeA.next; | 
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| 79 | } | 
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| 80 |  | 
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| 81 | // Remove from body 2 | 
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| 82 | if (c->m_nodeB.prev) | 
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| 83 | { | 
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| 84 | c->m_nodeB.prev->next = c->m_nodeB.next; | 
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| 85 | } | 
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| 86 |  | 
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| 87 | if (c->m_nodeB.next) | 
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| 88 | { | 
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| 89 | c->m_nodeB.next->prev = c->m_nodeB.prev; | 
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| 90 | } | 
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| 91 |  | 
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| 92 | if (&c->m_nodeB == bodyB->m_contactList) | 
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| 93 | { | 
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| 94 | bodyB->m_contactList = c->m_nodeB.next; | 
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| 95 | } | 
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| 96 |  | 
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| 97 | // Call the factory. | 
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| 98 | b2Contact::Destroy(c, m_allocator); | 
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| 99 | --m_contactCount; | 
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| 100 | } | 
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| 101 |  | 
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| 102 | // This is the top level collision call for the time step. Here | 
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| 103 | // all the narrow phase collision is processed for the world | 
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| 104 | // contact list. | 
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| 105 | void b2ContactManager::Collide() | 
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| 106 | { | 
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| 107 | // Update awake contacts. | 
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| 108 | b2Contact* c = m_contactList; | 
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| 109 | while (c) | 
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| 110 | { | 
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| 111 | b2Fixture* fixtureA = c->GetFixtureA(); | 
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| 112 | b2Fixture* fixtureB = c->GetFixtureB(); | 
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| 113 | int32 indexA = c->GetChildIndexA(); | 
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| 114 | int32 indexB = c->GetChildIndexB(); | 
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| 115 | b2Body* bodyA = fixtureA->GetBody(); | 
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| 116 | b2Body* bodyB = fixtureB->GetBody(); | 
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| 117 |  | 
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| 118 | // Is this contact flagged for filtering? | 
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| 119 | if (c->m_flags & b2Contact::e_filterFlag) | 
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| 120 | { | 
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| 121 | // Should these bodies collide? | 
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| 122 | if (bodyB->ShouldCollide(bodyA) == false) | 
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| 123 | { | 
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| 124 | b2Contact* cNuke = c; | 
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| 125 | c = cNuke->GetNext(); | 
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| 126 | Destroy(cNuke); | 
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| 127 | continue; | 
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| 128 | } | 
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| 129 |  | 
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| 130 | // Check user filtering. | 
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| 131 | if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false) | 
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| 132 | { | 
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| 133 | b2Contact* cNuke = c; | 
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| 134 | c = cNuke->GetNext(); | 
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| 135 | Destroy(cNuke); | 
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| 136 | continue; | 
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| 137 | } | 
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| 138 |  | 
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| 139 | // Clear the filtering flag. | 
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| 140 | c->m_flags &= ~b2Contact::e_filterFlag; | 
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| 141 | } | 
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| 142 |  | 
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| 143 | bool activeA = bodyA->IsAwake() && bodyA->m_type != b2_staticBody; | 
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| 144 | bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody; | 
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| 145 |  | 
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| 146 | // At least one body must be awake and it must be dynamic or kinematic. | 
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| 147 | if (activeA == false && activeB == false) | 
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| 148 | { | 
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| 149 | c = c->GetNext(); | 
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| 150 | continue; | 
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| 151 | } | 
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| 152 |  | 
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| 153 | int32 proxyIdA = fixtureA->m_proxies[indexA].proxyId; | 
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| 154 | int32 proxyIdB = fixtureB->m_proxies[indexB].proxyId; | 
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| 155 | bool overlap = m_broadPhase.TestOverlap(proxyIdA, proxyIdB); | 
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| 156 |  | 
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| 157 | // Here we destroy contacts that cease to overlap in the broad-phase. | 
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| 158 | if (overlap == false) | 
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| 159 | { | 
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| 160 | b2Contact* cNuke = c; | 
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| 161 | c = cNuke->GetNext(); | 
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| 162 | Destroy(cNuke); | 
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| 163 | continue; | 
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| 164 | } | 
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| 165 |  | 
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| 166 | // The contact persists. | 
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| 167 | c->Update(m_contactListener); | 
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| 168 | c = c->GetNext(); | 
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| 169 | } | 
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| 170 | } | 
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| 171 |  | 
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| 172 | void b2ContactManager::FindNewContacts() | 
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| 173 | { | 
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| 174 | m_broadPhase.UpdatePairs(this); | 
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| 175 | } | 
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| 176 |  | 
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| 177 | void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB) | 
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| 178 | { | 
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| 179 | b2FixtureProxy* proxyA = (b2FixtureProxy*)proxyUserDataA; | 
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| 180 | b2FixtureProxy* proxyB = (b2FixtureProxy*)proxyUserDataB; | 
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| 181 |  | 
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| 182 | b2Fixture* fixtureA = proxyA->fixture; | 
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| 183 | b2Fixture* fixtureB = proxyB->fixture; | 
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| 184 |  | 
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| 185 | int32 indexA = proxyA->childIndex; | 
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| 186 | int32 indexB = proxyB->childIndex; | 
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| 187 |  | 
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| 188 | b2Body* bodyA = fixtureA->GetBody(); | 
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| 189 | b2Body* bodyB = fixtureB->GetBody(); | 
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| 190 |  | 
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| 191 | // Are the fixtures on the same body? | 
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| 192 | if (bodyA == bodyB) | 
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| 193 | { | 
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| 194 | return; | 
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| 195 | } | 
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| 196 |  | 
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| 197 | // TODO_ERIN use a hash table to remove a potential bottleneck when both | 
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| 198 | // bodies have a lot of contacts. | 
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| 199 | // Does a contact already exist? | 
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| 200 | b2ContactEdge* edge = bodyB->GetContactList(); | 
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| 201 | while (edge) | 
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| 202 | { | 
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| 203 | if (edge->other == bodyA) | 
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| 204 | { | 
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| 205 | b2Fixture* fA = edge->contact->GetFixtureA(); | 
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| 206 | b2Fixture* fB = edge->contact->GetFixtureB(); | 
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| 207 | int32 iA = edge->contact->GetChildIndexA(); | 
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| 208 | int32 iB = edge->contact->GetChildIndexB(); | 
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| 209 |  | 
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| 210 | if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB) | 
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| 211 | { | 
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| 212 | // A contact already exists. | 
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| 213 | return; | 
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| 214 | } | 
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| 215 |  | 
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| 216 | if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA) | 
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| 217 | { | 
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| 218 | // A contact already exists. | 
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| 219 | return; | 
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| 220 | } | 
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| 221 | } | 
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| 222 |  | 
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| 223 | edge = edge->next; | 
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| 224 | } | 
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| 225 |  | 
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| 226 | // Does a joint override collision? Is at least one body dynamic? | 
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| 227 | if (bodyB->ShouldCollide(bodyA) == false) | 
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| 228 | { | 
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| 229 | return; | 
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| 230 | } | 
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| 231 |  | 
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| 232 | // Check user filtering. | 
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| 233 | if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false) | 
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| 234 | { | 
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| 235 | return; | 
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| 236 | } | 
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| 237 |  | 
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| 238 | // Call the factory. | 
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| 239 | b2Contact* c = b2Contact::Create(fixtureA, indexA, fixtureB, indexB, m_allocator); | 
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| 240 | if (c == NULL) | 
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| 241 | { | 
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| 242 | return; | 
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| 243 | } | 
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| 244 |  | 
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| 245 | // Contact creation may swap fixtures. | 
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| 246 | fixtureA = c->GetFixtureA(); | 
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| 247 | fixtureB = c->GetFixtureB(); | 
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| 248 | indexA = c->GetChildIndexA(); | 
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| 249 | indexB = c->GetChildIndexB(); | 
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| 250 | bodyA = fixtureA->GetBody(); | 
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| 251 | bodyB = fixtureB->GetBody(); | 
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| 252 |  | 
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| 253 | // Insert into the world. | 
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| 254 | c->m_prev = NULL; | 
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| 255 | c->m_next = m_contactList; | 
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| 256 | if (m_contactList != NULL) | 
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| 257 | { | 
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| 258 | m_contactList->m_prev = c; | 
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| 259 | } | 
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| 260 | m_contactList = c; | 
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| 261 |  | 
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| 262 | // Connect to island graph. | 
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| 263 |  | 
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| 264 | // Connect to body A | 
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| 265 | c->m_nodeA.contact = c; | 
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| 266 | c->m_nodeA.other = bodyB; | 
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| 267 |  | 
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| 268 | c->m_nodeA.prev = NULL; | 
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| 269 | c->m_nodeA.next = bodyA->m_contactList; | 
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| 270 | if (bodyA->m_contactList != NULL) | 
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| 271 | { | 
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| 272 | bodyA->m_contactList->prev = &c->m_nodeA; | 
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| 273 | } | 
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| 274 | bodyA->m_contactList = &c->m_nodeA; | 
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| 275 |  | 
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| 276 | // Connect to body B | 
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| 277 | c->m_nodeB.contact = c; | 
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| 278 | c->m_nodeB.other = bodyA; | 
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| 279 |  | 
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| 280 | c->m_nodeB.prev = NULL; | 
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| 281 | c->m_nodeB.next = bodyB->m_contactList; | 
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| 282 | if (bodyB->m_contactList != NULL) | 
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| 283 | { | 
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| 284 | bodyB->m_contactList->prev = &c->m_nodeB; | 
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| 285 | } | 
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| 286 | bodyB->m_contactList = &c->m_nodeB; | 
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| 287 |  | 
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| 288 | // Wake up the bodies | 
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| 289 | if (fixtureA->IsSensor() == false && fixtureB->IsSensor() == false) | 
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| 290 | { | 
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| 291 | bodyA->SetAwake(true); | 
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| 292 | bodyB->SetAwake(true); | 
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| 293 | } | 
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| 294 |  | 
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| 295 | ++m_contactCount; | 
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| 296 | } | 
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| 297 |  | 
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