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/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* 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.
*/
#ifndef CONTACT_H
#define CONTACT_H
#include "../../Common/b2Math.h"
#include "../../Collision/b2Collision.h"
#include "../../Collision/Shapes/b2Shape.h"
class b2Body;
class b2Contact;
class b2World;
class b2BlockAllocator;
class b2StackAllocator;
class b2ContactListener;
typedef b2Contact* b2ContactCreateFcn(b2Shape* shape1, b2Shape* shape2, b2BlockAllocator* allocator);
typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
struct b2ContactRegister
{
b2ContactCreateFcn* createFcn;
b2ContactDestroyFcn* destroyFcn;
bool primary;
};
/// A contact edge is used to connect bodies and contacts together
/// in a contact graph where each body is a node and each contact
/// is an edge. A contact edge belongs to a doubly linked list
/// maintained in each attached body. Each contact has two contact
/// nodes, one for each attached body.
struct b2ContactEdge
{
b2Body* other; ///< provides quick access to the other body attached.
b2Contact* contact; ///< the contact
b2ContactEdge* prev; ///< the previous contact edge in the body's contact list
b2ContactEdge* next; ///< the next contact edge in the body's contact list
};
/// This structure is used to report contact points.
struct b2ContactPoint
{
b2Shape* shape1; ///< the first shape
b2Shape* shape2; ///< the second shape
b2Vec2 position; ///< position in world coordinates
b2Vec2 velocity; ///< velocity of point on body2 relative to point on body1 (pre-solver)
b2Vec2 normal; ///< points from shape1 to shape2
float32 separation; ///< the separation is negative when shapes are touching
float32 friction; ///< the combined friction coefficient
float32 restitution; ///< the combined restitution coefficient
b2ContactID id; ///< the contact id identifies the features in contact
};
/// This structure is used to report contact point results.
struct b2ContactResult
{
b2Shape* shape1; ///< the first shape
b2Shape* shape2; ///< the second shape
b2Vec2 position; ///< position in world coordinates
b2Vec2 normal; ///< points from shape1 to shape2
float32 normalImpulse; ///< the normal impulse applied to body2
float32 tangentImpulse; ///< the tangent impulse applied to body2
b2ContactID id; ///< the contact id identifies the features in contact
};
/// The class manages contact between two shapes. A contact exists for each overlapping
/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
/// that has no contact points.
class b2Contact
{
public:
/// Get the manifold array.
virtual b2Manifold* GetManifolds() = 0;
/// Get the number of manifolds. This is 0 or 1 between convex shapes.
/// This may be greater than 1 for convex-vs-concave shapes. Each
/// manifold holds up to two contact points with a shared contact normal.
int32 GetManifoldCount() const;
/// Is this contact solid?
/// @return true if this contact should generate a response.
bool IsSolid() const;
/// Get the next contact in the world's contact list.
b2Contact* GetNext();
/// Get the first shape in this contact.
b2Shape* GetShape1();
/// Get the second shape in this contact.
b2Shape* GetShape2();
//--------------- Internals Below -------------------
public:
// m_flags
enum
{
e_nonSolidFlag = 0x0001,
e_slowFlag = 0x0002,
e_islandFlag = 0x0004,
e_toiFlag = 0x0008,
};
static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
b2ShapeType type1, b2ShapeType type2);
static void InitializeRegisters();
static b2Contact* Create(b2Shape* shape1, b2Shape* shape2, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2Contact() : m_shape1(NULL), m_shape2(NULL) {}
b2Contact(b2Shape* shape1, b2Shape* shape2);
virtual ~b2Contact() {}
void Update(b2ContactListener* listener);
virtual void Evaluate(b2ContactListener* listener) = 0;
static b2ContactRegister s_registers[e_shapeTypeCount][e_shapeTypeCount];
static bool s_initialized;
uint32 m_flags;
int32 m_manifoldCount;
// World pool and list pointers.
b2Contact* m_prev;
b2Contact* m_next;
// Nodes for connecting bodies.
b2ContactEdge m_node1;
b2ContactEdge m_node2;
b2Shape* m_shape1;
b2Shape* m_shape2;
float32 m_toi;
};
inline int32 b2Contact::GetManifoldCount() const
{
return m_manifoldCount;
}
inline bool b2Contact::IsSolid() const
{
return (m_flags & e_nonSolidFlag) == 0;
}
inline b2Contact* b2Contact::GetNext()
{
return m_next;
}
inline b2Shape* b2Contact::GetShape1()
{
return m_shape1;
}
inline b2Shape* b2Contact::GetShape2()
{
return m_shape2;
}
#endif
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