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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.
*/
#include "b2ContactManager.h"
#include "b2World.h"
#include "b2Body.h"
// This is a callback from the broadphase when two AABB proxies begin
// to overlap. We create a b2Contact to manage the narrow phase.
void* b2ContactManager::PairAdded(void* proxyUserData1, void* proxyUserData2)
{
b2Shape* shape1 = (b2Shape*)proxyUserData1;
b2Shape* shape2 = (b2Shape*)proxyUserData2;
b2Body* body1 = shape1->GetBody();
b2Body* body2 = shape2->GetBody();
if (body1->IsStatic() && body2->IsStatic())
{
return &m_nullContact;
}
if (shape1->GetBody() == shape2->GetBody())
{
return &m_nullContact;
}
if (body2->IsConnected(body1))
{
return &m_nullContact;
}
if (m_world->m_contactFilter != NULL && m_world->m_contactFilter->ShouldCollide(shape1, shape2) == false)
{
return &m_nullContact;
}
// Call the factory.
b2Contact* c = b2Contact::Create(shape1, shape2, &m_world->m_blockAllocator);
if (c == NULL)
{
return &m_nullContact;
}
// Contact creation may swap shapes.
shape1 = c->GetShape1();
shape2 = c->GetShape2();
body1 = shape1->GetBody();
body2 = shape2->GetBody();
// Insert into the world.
c->m_prev = NULL;
c->m_next = m_world->m_contactList;
if (m_world->m_contactList != NULL)
{
m_world->m_contactList->m_prev = c;
}
m_world->m_contactList = c;
// Connect to island graph.
// Connect to body 1
c->m_node1.contact = c;
c->m_node1.other = body2;
c->m_node1.prev = NULL;
c->m_node1.next = body1->m_contactList;
if (body1->m_contactList != NULL)
{
body1->m_contactList->prev = &c->m_node1;
}
body1->m_contactList = &c->m_node1;
// Connect to body 2
c->m_node2.contact = c;
c->m_node2.other = body1;
c->m_node2.prev = NULL;
c->m_node2.next = body2->m_contactList;
if (body2->m_contactList != NULL)
{
body2->m_contactList->prev = &c->m_node2;
}
body2->m_contactList = &c->m_node2;
++m_world->m_contactCount;
return c;
}
// This is a callback from the broadphase when two AABB proxies cease
// to overlap. We retire the b2Contact.
void b2ContactManager::PairRemoved(void* proxyUserData1, void* proxyUserData2, void* pairUserData)
{
B2_NOT_USED(proxyUserData1);
B2_NOT_USED(proxyUserData2);
if (pairUserData == NULL)
{
return;
}
b2Contact* c = (b2Contact*)pairUserData;
if (c == &m_nullContact)
{
return;
}
// An attached body is being destroyed, we must destroy this contact
// immediately to avoid orphaned shape pointers.
Destroy(c);
}
void b2ContactManager::Destroy(b2Contact* c)
{
b2Shape* shape1 = c->GetShape1();
b2Shape* shape2 = c->GetShape2();
b2Body* body1 = shape1->GetBody();
b2Body* body2 = shape2->GetBody();
b2ContactPoint cp;
cp.shape1 = shape1;
cp.shape2 = shape2;
cp.friction = b2MixFriction(shape1->GetFriction(), shape2->GetFriction());
cp.restitution = b2MixRestitution(shape1->GetRestitution(), shape2->GetRestitution());
// Inform the user that this contact is ending.
int32 manifoldCount = c->GetManifoldCount();
if (manifoldCount > 0 && m_world->m_contactListener)
{
b2Manifold* manifolds = c->GetManifolds();
for (int32 i = 0; i < manifoldCount; ++i)
{
b2Manifold* manifold = manifolds + i;
cp.normal = manifold->normal;
for (int32 j = 0; j < manifold->pointCount; ++j)
{
b2ManifoldPoint* mp = manifold->points + j;
cp.position = body1->GetWorldPoint(mp->localPoint1);
b2Vec2 v1 = body1->GetLinearVelocityFromLocalPoint(mp->localPoint1);
b2Vec2 v2 = body2->GetLinearVelocityFromLocalPoint(mp->localPoint2);
cp.velocity = v2 - v1;
cp.separation = mp->separation;
cp.id = mp->id;
m_world->m_contactListener->Remove(&cp);
}
}
}
// 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_world->m_contactList)
{
m_world->m_contactList = c->m_next;
}
// Remove from body 1
if (c->m_node1.prev)
{
c->m_node1.prev->next = c->m_node1.next;
}
if (c->m_node1.next)
{
c->m_node1.next->prev = c->m_node1.prev;
}
if (&c->m_node1 == body1->m_contactList)
{
body1->m_contactList = c->m_node1.next;
}
// Remove from body 2
if (c->m_node2.prev)
{
c->m_node2.prev->next = c->m_node2.next;
}
if (c->m_node2.next)
{
c->m_node2.next->prev = c->m_node2.prev;
}
if (&c->m_node2 == body2->m_contactList)
{
body2->m_contactList = c->m_node2.next;
}
// Call the factory.
b2Contact::Destroy(c, &m_world->m_blockAllocator);
--m_world->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.
for (b2Contact* c = m_world->m_contactList; c; c = c->GetNext())
{
b2Body* body1 = c->GetShape1()->GetBody();
b2Body* body2 = c->GetShape2()->GetBody();
if (body1->IsSleeping() && body2->IsSleeping())
{
continue;
}
c->Update(m_world->m_contactListener);
}
}
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