/*
* Farseer Physics Engine based on Box2D.XNA port:
* Copyright (c) 2010 Ian Qvist
*
* Box2D.XNA port of Box2D:
* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
*
* Original source Box2D:
* Copyright (c) 2006-2009 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.
*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
using FarseerPhysics.Collision;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Common;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Dynamics.Contacts
{
///
/// 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.
///
public sealed class ContactEdge
{
///
/// The contact
///
public Contact Contact;
///
/// The next contact edge in the body's contact list
///
public ContactEdge Next;
///
/// Provides quick access to the other body attached.
///
public Body Other;
///
/// The previous contact edge in the body's contact list
///
public ContactEdge Prev;
}
[Flags]
public enum ContactFlags
{
None = 0,
///
/// Used when crawling contact graph when forming islands.
///
Island = 0x0001,
///
/// Set when the shapes are touching.
///
Touching = 0x0002,
///
/// This contact can be disabled (by user)
///
Enabled = 0x0004,
///
/// This contact needs filtering because a fixture filter was changed.
///
Filter = 0x0008,
///
/// This bullet contact had a TOI event
///
BulletHit = 0x0010,
///
/// This contact has a valid TOI i the field TOI
///
TOI = 0x0020
}
///
/// 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.
///
public class Contact
{
private static EdgeShape _edge = new EdgeShape();
private static ContactType[,] _registers = new[,]
{
{
ContactType.Circle,
ContactType.EdgeAndCircle,
ContactType.PolygonAndCircle,
ContactType.LoopAndCircle,
},
{
ContactType.EdgeAndCircle,
ContactType.NotSupported,
// 1,1 is invalid (no ContactType.Edge)
ContactType.EdgeAndPolygon,
ContactType.NotSupported,
// 1,3 is invalid (no ContactType.EdgeAndLoop)
},
{
ContactType.PolygonAndCircle,
ContactType.EdgeAndPolygon,
ContactType.Polygon,
ContactType.LoopAndPolygon,
},
{
ContactType.LoopAndCircle,
ContactType.NotSupported,
// 3,1 is invalid (no ContactType.EdgeAndLoop)
ContactType.LoopAndPolygon,
ContactType.NotSupported,
// 3,3 is invalid (no ContactType.Loop)
},
};
public Fixture FixtureA;
public Fixture FixtureB;
internal ContactFlags Flags;
public Manifold Manifold;
// Nodes for connecting bodies.
internal ContactEdge NodeA = new ContactEdge();
internal ContactEdge NodeB = new ContactEdge();
public float TOI;
internal int TOICount;
private ContactType _type;
private Contact(Fixture fA, int indexA, Fixture fB, int indexB)
{
Reset(fA, indexA, fB, indexB);
}
/// Enable/disable this contact. This can be used inside the pre-solve
/// contact listener. The contact is only disabled for the current
/// time step (or sub-step in continuous collisions).
public bool Enabled
{
set
{
if (value)
{
Flags |= ContactFlags.Enabled;
}
else
{
Flags &= ~ContactFlags.Enabled;
}
}
get { return (Flags & ContactFlags.Enabled) == ContactFlags.Enabled; }
}
///
/// Get the child primitive index for fixture A.
///
/// The child index A.
public int ChildIndexA { get; internal set; }
///
/// Get the child primitive index for fixture B.
///
/// The child index B.
public int ChildIndexB { get; internal set; }
///
/// Get the contact manifold. Do not modify the manifold unless you understand the
/// internals of Box2D.
///
/// The manifold.
public void GetManifold(out Manifold manifold)
{
manifold = Manifold;
}
///
/// Gets the world manifold.
///
public void GetWorldManifold(out Vector2 normal, out FixedArray2 points)
{
Body bodyA = FixtureA.Body;
Body bodyB = FixtureB.Body;
Shape shapeA = FixtureA.Shape;
Shape shapeB = FixtureB.Shape;
Collision.Collision.GetWorldManifold(ref Manifold, ref bodyA.Xf, shapeA.Radius, ref bodyB.Xf, shapeB.Radius,
out normal, out points);
}
///
/// Determines whether this contact is touching.
///
///
/// true if this instance is touching; otherwise, false.
///
public bool IsTouching()
{
return (Flags & ContactFlags.Touching) == ContactFlags.Touching;
}
///
/// Flag this contact for filtering. Filtering will occur the next time step.
///
public void FlagForFiltering()
{
Flags |= ContactFlags.Filter;
}
private void Reset(Fixture fA, int indexA, Fixture fB, int indexB)
{
Flags = ContactFlags.Enabled;
FixtureA = fA;
FixtureB = fB;
ChildIndexA = indexA;
ChildIndexB = indexB;
Manifold.PointCount = 0;
NodeA.Contact = null;
NodeA.Prev = null;
NodeA.Next = null;
NodeA.Other = null;
NodeB.Contact = null;
NodeB.Prev = null;
NodeB.Next = null;
NodeB.Other = null;
TOICount = 0;
}
///
/// Update the contact manifold and touching status.
/// Note: do not assume the fixture AABBs are overlapping or are valid.
///
/// The contact manager.
internal void Update(ContactManager contactManager)
{
Manifold oldManifold = Manifold;
// Re-enable this contact.
Flags |= ContactFlags.Enabled;
bool touching;
bool wasTouching = (Flags & ContactFlags.Touching) == ContactFlags.Touching;
bool sensor = FixtureA.IsSensor || FixtureB.IsSensor;
Body bodyA = FixtureA.Body;
Body bodyB = FixtureB.Body;
// Is this contact a sensor?
if (sensor)
{
Shape shapeA = FixtureA.Shape;
Shape shapeB = FixtureB.Shape;
touching = AABB.TestOverlap(shapeA, ChildIndexA, shapeB, ChildIndexB, ref bodyA.Xf, ref bodyB.Xf);
// Sensors don't generate manifolds.
Manifold.PointCount = 0;
}
else
{
Evaluate(ref Manifold, ref bodyA.Xf, ref bodyB.Xf);
touching = Manifold.PointCount > 0;
// Match old contact ids to new contact ids and copy the
// stored impulses to warm start the solver.
for (int i = 0; i < Manifold.PointCount; ++i)
{
ManifoldPoint mp2 = Manifold.Points[i];
mp2.NormalImpulse = 0.0f;
mp2.TangentImpulse = 0.0f;
ContactID id2 = mp2.Id;
bool found = false;
for (int j = 0; j < oldManifold.PointCount; ++j)
{
ManifoldPoint mp1 = oldManifold.Points[j];
if (mp1.Id.Key == id2.Key)
{
mp2.NormalImpulse = mp1.NormalImpulse;
mp2.TangentImpulse = mp1.TangentImpulse;
found = true;
break;
}
}
if (found == false)
{
mp2.NormalImpulse = 0.0f;
mp2.TangentImpulse = 0.0f;
}
Manifold.Points[i] = mp2;
}
if (touching != wasTouching)
{
bodyA.Awake = true;
bodyB.Awake = true;
}
}
if (touching)
{
Flags |= ContactFlags.Touching;
}
else
{
Flags &= ~ContactFlags.Touching;
}
if (wasTouching == false && touching)
{
//Report the collision to both participants:
if (FixtureA.OnCollision != null)
Enabled = FixtureA.OnCollision(FixtureA, FixtureB, this);
//Reverse the order of the reported fixtures. The first fixture is always the one that the
//user subscribed to.
if (FixtureB.OnCollision != null)
Enabled = FixtureB.OnCollision(FixtureB, FixtureA, this);
//BeginContact can also return false and disable the contact
if (contactManager.BeginContact != null)
Enabled = contactManager.BeginContact(this);
//if the user disabled the contact (needed to exclude it in TOI solver), we also need to mark
//it as not touching.
if (Enabled == false)
Flags &= ~ContactFlags.Touching;
}
if (wasTouching && touching == false)
{
//Report the separation to both participants:
if (FixtureA != null && FixtureA.OnSeparation != null)
FixtureA.OnSeparation(FixtureA, FixtureB);
//Reverse the order of the reported fixtures. The first fixture is always the one that the
//user subscribed to.
if (FixtureB != null && FixtureB.OnSeparation != null)
FixtureB.OnSeparation(FixtureB, FixtureA);
if (contactManager.EndContact != null)
contactManager.EndContact(this);
}
if (sensor)
return;
if (contactManager.PreSolve != null)
contactManager.PreSolve(this, ref oldManifold);
}
///
/// Evaluate this contact with your own manifold and transforms.
///
/// The manifold.
/// The first transform.
/// The second transform.
private void Evaluate(ref Manifold manifold, ref Transform transformA, ref Transform transformB)
{
switch (_type)
{
case ContactType.Polygon:
Collision.Collision.CollidePolygons(ref manifold,
(PolygonShape)FixtureA.Shape, ref transformA,
(PolygonShape)FixtureB.Shape, ref transformB);
break;
case ContactType.PolygonAndCircle:
Collision.Collision.CollidePolygonAndCircle(ref manifold,
(PolygonShape)FixtureA.Shape, ref transformA,
(CircleShape)FixtureB.Shape, ref transformB);
break;
case ContactType.EdgeAndCircle:
Collision.Collision.CollideEdgeAndCircle(ref manifold,
(EdgeShape)FixtureA.Shape, ref transformA,
(CircleShape)FixtureB.Shape, ref transformB);
break;
case ContactType.EdgeAndPolygon:
Collision.Collision.CollideEdgeAndPolygon(ref manifold,
(EdgeShape)FixtureA.Shape, ref transformA,
(PolygonShape)FixtureB.Shape, ref transformB);
break;
case ContactType.LoopAndCircle:
LoopShape loop = (LoopShape)FixtureA.Shape;
loop.GetChildEdge(ref _edge, ChildIndexA);
Collision.Collision.CollideEdgeAndCircle(ref manifold, _edge, ref transformA,
(CircleShape)FixtureB.Shape, ref transformB);
break;
case ContactType.LoopAndPolygon:
LoopShape loop2 = (LoopShape)FixtureA.Shape;
loop2.GetChildEdge(ref _edge, ChildIndexA);
Collision.Collision.CollideEdgeAndPolygon(ref manifold, _edge, ref transformA,
(PolygonShape)FixtureB.Shape, ref transformB);
break;
case ContactType.Circle:
Collision.Collision.CollideCircles(ref manifold,
(CircleShape)FixtureA.Shape, ref transformA,
(CircleShape)FixtureB.Shape, ref transformB);
break;
}
}
internal static Contact Create(Fixture fixtureA, int indexA, Fixture fixtureB, int indexB)
{
ShapeType type1 = fixtureA.ShapeType;
ShapeType type2 = fixtureB.ShapeType;
Debug.Assert(ShapeType.Unknown < type1 && type1 < ShapeType.TypeCount);
Debug.Assert(ShapeType.Unknown < type2 && type2 < ShapeType.TypeCount);
Contact c;
Queue pool = fixtureA.Body.World.ContactPool;
if (pool.Count > 0)
{
c = pool.Dequeue();
if ((type1 >= type2 || (type1 == ShapeType.Edge && type2 == ShapeType.Polygon))
&&
!(type2 == ShapeType.Edge && type1 == ShapeType.Polygon))
{
c.Reset(fixtureA, indexA, fixtureB, indexB);
}
else
{
c.Reset(fixtureB, indexB, fixtureA, indexA);
}
}
else
{
// Edge+Polygon is non-symetrical due to the way Erin handles collision type registration.
if ((type1 >= type2 || (type1 == ShapeType.Edge && type2 == ShapeType.Polygon))
&&
!(type2 == ShapeType.Edge && type1 == ShapeType.Polygon))
{
c = new Contact(fixtureA, indexA, fixtureB, indexB);
}
else
{
c = new Contact(fixtureB, indexB, fixtureA, indexA);
}
}
c._type = _registers[(int)type1, (int)type2];
return c;
}
internal void Destroy()
{
FixtureA.Body.World.ContactPool.Enqueue(this);
Reset(null, 0, null, 0);
}
#region Nested type: ContactType
private enum ContactType
{
NotSupported,
Polygon,
PolygonAndCircle,
Circle,
EdgeAndPolygon,
EdgeAndCircle,
LoopAndPolygon,
LoopAndCircle,
}
#endregion
}
}