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