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							- /*
 - * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 - *
 - * 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 "b2Body.h"
 - #include "b2Fixture.h"
 - #include "b2WorldCallbacks.h"
 - #include "Contacts/b2Contact.h"
 - 
 - b2ContactFilter b2_defaultFilter;
 - b2ContactListener b2_defaultListener;
 - 
 - b2ContactManager::b2ContactManager()
 - {
 - 	m_contactList = NULL;
 - 	m_contactCount = 0;
 - 	m_contactFilter = &b2_defaultFilter;
 - 	m_contactListener = &b2_defaultListener;
 - 	m_allocator = NULL;
 - }
 - 
 - void b2ContactManager::Destroy(b2Contact* c)
 - {
 - 	b2Fixture* fixtureA = c->GetFixtureA();
 - 	b2Fixture* fixtureB = c->GetFixtureB();
 - 	b2Body* bodyA = fixtureA->GetBody();
 - 	b2Body* bodyB = fixtureB->GetBody();
 - 
 - 	if (m_contactListener && c->IsTouching())
 - 	{
 - 		m_contactListener->EndContact(c);
 - 	}
 - 
 - 	// 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_contactList)
 - 	{
 - 		m_contactList = c->m_next;
 - 	}
 - 
 - 	// Remove from body 1
 - 	if (c->m_nodeA.prev)
 - 	{
 - 		c->m_nodeA.prev->next = c->m_nodeA.next;
 - 	}
 - 
 - 	if (c->m_nodeA.next)
 - 	{
 - 		c->m_nodeA.next->prev = c->m_nodeA.prev;
 - 	}
 - 
 - 	if (&c->m_nodeA == bodyA->m_contactList)
 - 	{
 - 		bodyA->m_contactList = c->m_nodeA.next;
 - 	}
 - 
 - 	// Remove from body 2
 - 	if (c->m_nodeB.prev)
 - 	{
 - 		c->m_nodeB.prev->next = c->m_nodeB.next;
 - 	}
 - 
 - 	if (c->m_nodeB.next)
 - 	{
 - 		c->m_nodeB.next->prev = c->m_nodeB.prev;
 - 	}
 - 
 - 	if (&c->m_nodeB == bodyB->m_contactList)
 - 	{
 - 		bodyB->m_contactList = c->m_nodeB.next;
 - 	}
 - 
 - 	// Call the factory.
 - 	b2Contact::Destroy(c, m_allocator);
 - 	--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.
 - 	b2Contact* c = m_contactList;
 - 	while (c)
 - 	{
 - 		b2Fixture* fixtureA = c->GetFixtureA();
 - 		b2Fixture* fixtureB = c->GetFixtureB();
 - 		int32 indexA = c->GetChildIndexA();
 - 		int32 indexB = c->GetChildIndexB();
 - 		b2Body* bodyA = fixtureA->GetBody();
 - 		b2Body* bodyB = fixtureB->GetBody();
 - 
 - 		// Is this contact flagged for filtering?
 - 		if (c->m_flags & b2Contact::e_filterFlag)
 - 		{
 - 			// Should these bodies collide?
 - 			if (bodyB->ShouldCollide(bodyA) == false)
 - 			{
 - 				b2Contact* cNuke = c;
 - 				c = cNuke->GetNext();
 - 				Destroy(cNuke);
 - 				continue;
 - 			}
 - 
 - 			// Check user filtering.
 - 			if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
 - 			{
 - 				b2Contact* cNuke = c;
 - 				c = cNuke->GetNext();
 - 				Destroy(cNuke);
 - 				continue;
 - 			}
 - 
 - 			// Clear the filtering flag.
 - 			c->m_flags &= ~b2Contact::e_filterFlag;
 - 		}
 - 
 - 		bool activeA = bodyA->IsAwake() && bodyA->m_type != b2_staticBody;
 - 		bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody;
 - 
 - 		// At least one body must be awake and it must be dynamic or kinematic.
 - 		if (activeA == false && activeB == false)
 - 		{
 - 			c = c->GetNext();
 - 			continue;
 - 		}
 - 
 - 		int32 proxyIdA = fixtureA->m_proxies[indexA].proxyId;
 - 		int32 proxyIdB = fixtureB->m_proxies[indexB].proxyId;
 - 		bool overlap = m_broadPhase.TestOverlap(proxyIdA, proxyIdB);
 - 
 - 		// Here we destroy contacts that cease to overlap in the broad-phase.
 - 		if (overlap == false)
 - 		{
 - 			b2Contact* cNuke = c;
 - 			c = cNuke->GetNext();
 - 			Destroy(cNuke);
 - 			continue;
 - 		}
 - 
 - 		// The contact persists.
 - 		c->Update(m_contactListener);
 - 		c = c->GetNext();
 - 	}
 - }
 - 
 - void b2ContactManager::FindNewContacts()
 - {
 - 	m_broadPhase.UpdatePairs(this);
 - }
 - 
 - void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
 - {
 - 	b2FixtureProxy* proxyA = (b2FixtureProxy*)proxyUserDataA;
 - 	b2FixtureProxy* proxyB = (b2FixtureProxy*)proxyUserDataB;
 - 
 - 	b2Fixture* fixtureA = proxyA->fixture;
 - 	b2Fixture* fixtureB = proxyB->fixture;
 - 
 - 	int32 indexA = proxyA->childIndex;
 - 	int32 indexB = proxyB->childIndex;
 - 
 - 	b2Body* bodyA = fixtureA->GetBody();
 - 	b2Body* bodyB = fixtureB->GetBody();
 - 
 - 	// Are the fixtures on the same body?
 - 	if (bodyA == bodyB)
 - 	{
 - 		return;
 - 	}
 - 
 - 	// TODO_ERIN use a hash table to remove a potential bottleneck when both
 - 	// bodies have a lot of contacts.
 - 	// Does a contact already exist?
 - 	b2ContactEdge* edge = bodyB->GetContactList();
 - 	while (edge)
 - 	{
 - 		if (edge->other == bodyA)
 - 		{
 - 			b2Fixture* fA = edge->contact->GetFixtureA();
 - 			b2Fixture* fB = edge->contact->GetFixtureB();
 - 			int32 iA = edge->contact->GetChildIndexA();
 - 			int32 iB = edge->contact->GetChildIndexB();
 - 
 - 			if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
 - 			{
 - 				// A contact already exists.
 - 				return;
 - 			}
 - 
 - 			if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
 - 			{
 - 				// A contact already exists.
 - 				return;
 - 			}
 - 		}
 - 
 - 		edge = edge->next;
 - 	}
 - 
 - 	// Does a joint override collision? Is at least one body dynamic?
 - 	if (bodyB->ShouldCollide(bodyA) == false)
 - 	{
 - 		return;
 - 	}
 - 
 - 	// Check user filtering.
 - 	if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
 - 	{
 - 		return;
 - 	}
 - 
 - 	// Call the factory.
 - 	b2Contact* c = b2Contact::Create(fixtureA, indexA, fixtureB, indexB, m_allocator);
 - 	if (c == NULL)
 - 	{
 - 		return;
 - 	}
 - 
 - 	// Contact creation may swap fixtures.
 - 	fixtureA = c->GetFixtureA();
 - 	fixtureB = c->GetFixtureB();
 - //	indexA = c->GetChildIndexA();
 - //	indexB = c->GetChildIndexB();
 - 	bodyA = fixtureA->GetBody();
 - 	bodyB = fixtureB->GetBody();
 - 
 - 	// Insert into the world.
 - 	c->m_prev = NULL;
 - 	c->m_next = m_contactList;
 - 	if (m_contactList != NULL)
 - 	{
 - 		m_contactList->m_prev = c;
 - 	}
 - 	m_contactList = c;
 - 
 - 	// Connect to island graph.
 - 
 - 	// Connect to body A
 - 	c->m_nodeA.contact = c;
 - 	c->m_nodeA.other = bodyB;
 - 
 - 	c->m_nodeA.prev = NULL;
 - 	c->m_nodeA.next = bodyA->m_contactList;
 - 	if (bodyA->m_contactList != NULL)
 - 	{
 - 		bodyA->m_contactList->prev = &c->m_nodeA;
 - 	}
 - 	bodyA->m_contactList = &c->m_nodeA;
 - 
 - 	// Connect to body B
 - 	c->m_nodeB.contact = c;
 - 	c->m_nodeB.other = bodyA;
 - 
 - 	c->m_nodeB.prev = NULL;
 - 	c->m_nodeB.next = bodyB->m_contactList;
 - 	if (bodyB->m_contactList != NULL)
 - 	{
 - 		bodyB->m_contactList->prev = &c->m_nodeB;
 - 	}
 - 	bodyB->m_contactList = &c->m_nodeB;
 - 
 - 	// Wake up the bodies
 - 	bodyA->SetAwake(true);
 - 	bodyB->SetAwake(true);
 - 
 - 	++m_contactCount;
 - }
 
 
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