b2ContactManager.cpp
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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
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13 * appreciated but is not required.
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16 * 3. This notice may not be removed or altered from any source distribution.
17 */
18 
20 #include <Box2D/Dynamics/b2Body.h>
24 
27 
29 {
30  m_contactList = NULL;
31  m_contactCount = 0;
34  m_allocator = NULL;
35 }
36 
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  {
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.
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.
106 {
107  // Update awake contacts.
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?
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.
168  c = c->GetNext();
169  }
170 }
171 
173 {
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 }
b2ContactListener * m_contactListener
void Update(b2ContactListener *listener)
Definition: b2Contact.cpp:161
virtual void EndContact(b2Contact *contact)
Called when two fixtures cease to touch.
void Destroy(b2Contact *c)
b2ContactFilter * m_contactFilter
bool IsTouching() const
Is this contact touching?
Definition: b2Contact.h:259
b2Fixture * fixture
Definition: b2Fixture.h:97
b2Contact * GetNext()
Get the next contact in the world&#39;s contact list.
Definition: b2Contact.h:264
b2Fixture * GetFixtureB()
Get fixture B in this contact.
Definition: b2Contact.h:284
b2ContactEdge * GetContactList()
Definition: b2Body.h:707
b2ContactEdge * m_contactList
Definition: b2Body.h:453
bool IsAwake() const
Definition: b2Body.h:654
This proxy is used internally to connect fixtures to the broad-phase.
Definition: b2Fixture.h:94
b2ContactEdge * next
the next contact edge in the body&#39;s contact list
Definition: b2Contact.h:71
void AddPair(void *proxyUserDataA, void *proxyUserDataB)
b2Contact * contact
the contact
Definition: b2Contact.h:69
signed int int32
Definition: b2Settings.h:31
virtual bool ShouldCollide(b2Fixture *fixtureA, b2Fixture *fixtureB)
A rigid body. These are created via b2World::CreateBody.
Definition: b2Body.h:126
int32 GetChildIndexB() const
Get the child primitive index for fixture B.
Definition: b2Contact.h:299
b2Contact * m_contactList
void UpdatePairs(T *callback)
Update the pairs. This results in pair callbacks. This can only add pairs.
Definition: b2BroadPhase.h:185
b2ContactListener b2_defaultListener
bool IsSensor() const
Definition: b2Fixture.h:253
b2Fixture * GetFixtureA()
Get fixture A in this contact.
Definition: b2Contact.h:274
b2ContactEdge m_nodeA
Definition: b2Contact.h:202
b2Body * other
provides quick access to the other body attached.
Definition: b2Contact.h:68
b2BlockAllocator * m_allocator
b2BroadPhase m_broadPhase
static b2Contact * Create(b2Fixture *fixtureA, int32 indexA, b2Fixture *fixtureB, int32 indexB, b2BlockAllocator *allocator)
Definition: b2Contact.cpp:69
b2Contact * m_prev
Definition: b2Contact.h:198
int32 GetChildIndexA() const
Get the child primitive index for fixture A.
Definition: b2Contact.h:289
int32 childIndex
Definition: b2Fixture.h:98
b2ContactEdge m_nodeB
Definition: b2Contact.h:203
b2FixtureProxy * m_proxies
Definition: b2Fixture.h:228
bool ShouldCollide(const b2Body *other) const
Definition: b2Body.cpp:394
b2ContactFilter b2_defaultFilter
b2BodyType m_type
Definition: b2Body.h:430
uint32 m_flags
Definition: b2Contact.h:195
bool TestOverlap(int32 proxyIdA, int32 proxyIdB) const
Test overlap of fat AABBs.
Definition: b2BroadPhase.h:152
b2Contact * m_next
Definition: b2Contact.h:199
void SetAwake(bool flag)
Definition: b2Body.h:633
int32 proxyId
Definition: b2Fixture.h:99
b2Body * GetBody()
Definition: b2Fixture.h:273
b2ContactEdge * prev
the previous contact edge in the body&#39;s contact list
Definition: b2Contact.h:70
static void Destroy(b2Contact *contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator *allocator)


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autogenerated on Thu Jun 6 2019 19:36:39