| 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 | |