axiosengine/axios/Dynamics/ContactManager.cs

340 lines
11 KiB
C#

/*
* 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.Collections.Generic;
using FarseerPhysics.Collision;
using FarseerPhysics.Dynamics.Contacts;
namespace FarseerPhysics.Dynamics
{
public class ContactManager
{
/// <summary>
/// Fires when a contact is created
/// </summary>
public BeginContactDelegate BeginContact;
public IBroadPhase BroadPhase;
/// <summary>
/// The filter used by the contact manager.
/// </summary>
public CollisionFilterDelegate ContactFilter;
public List<Contact> ContactList = new List<Contact>(128);
/// <summary>
/// Fires when a contact is deleted
/// </summary>
public EndContactDelegate EndContact;
/// <summary>
/// Fires when the broadphase detects that two Fixtures are close to each other.
/// </summary>
public BroadphaseDelegate OnBroadphaseCollision;
/// <summary>
/// Fires after the solver has run
/// </summary>
public PostSolveDelegate PostSolve;
/// <summary>
/// Fires before the solver runs
/// </summary>
public PreSolveDelegate PreSolve;
internal ContactManager(IBroadPhase broadPhase)
{
BroadPhase = broadPhase;
OnBroadphaseCollision = AddPair;
}
// Broad-phase callback.
private void AddPair(ref FixtureProxy proxyA, ref FixtureProxy proxyB)
{
Fixture fixtureA = proxyA.Fixture;
Fixture fixtureB = proxyB.Fixture;
int indexA = proxyA.ChildIndex;
int indexB = proxyB.ChildIndex;
Body bodyA = fixtureA.Body;
Body bodyB = fixtureB.Body;
// Are the fixtures on the same body?
if (bodyA == bodyB)
{
return;
}
// Does a contact already exist?
ContactEdge edge = bodyB.ContactList;
while (edge != null)
{
if (edge.Other == bodyA)
{
Fixture fA = edge.Contact.FixtureA;
Fixture fB = edge.Contact.FixtureB;
int iA = edge.Contact.ChildIndexA;
int iB = edge.Contact.ChildIndexB;
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 default filter
if (ShouldCollide(fixtureA, fixtureB) == false)
return;
// Check user filtering.
if (ContactFilter != null && ContactFilter(fixtureA, fixtureB) == false)
return;
if (fixtureA.BeforeCollision != null && fixtureA.BeforeCollision(fixtureA, fixtureB) == false)
return;
if (fixtureB.BeforeCollision != null && fixtureB.BeforeCollision(fixtureB, fixtureA) == false)
return;
// Call the factory.
Contact c = Contact.Create(fixtureA, indexA, fixtureB, indexB);
// Contact creation may swap fixtures.
fixtureA = c.FixtureA;
fixtureB = c.FixtureB;
bodyA = fixtureA.Body;
bodyB = fixtureB.Body;
// Insert into the world.
ContactList.Add(c);
// Connect to island graph.
// Connect to body A
c.NodeA.Contact = c;
c.NodeA.Other = bodyB;
c.NodeA.Prev = null;
c.NodeA.Next = bodyA.ContactList;
if (bodyA.ContactList != null)
{
bodyA.ContactList.Prev = c.NodeA;
}
bodyA.ContactList = c.NodeA;
// Connect to body B
c.NodeB.Contact = c;
c.NodeB.Other = bodyA;
c.NodeB.Prev = null;
c.NodeB.Next = bodyB.ContactList;
if (bodyB.ContactList != null)
{
bodyB.ContactList.Prev = c.NodeB;
}
bodyB.ContactList = c.NodeB;
}
internal void FindNewContacts()
{
BroadPhase.UpdatePairs(OnBroadphaseCollision);
}
internal void Destroy(Contact contact)
{
Fixture fixtureA = contact.FixtureA;
Fixture fixtureB = contact.FixtureB;
Body bodyA = fixtureA.Body;
Body bodyB = fixtureB.Body;
if (EndContact != null && contact.IsTouching())
{
EndContact(contact);
}
// Remove from the world.
ContactList.Remove(contact);
// Remove from body 1
if (contact.NodeA.Prev != null)
{
contact.NodeA.Prev.Next = contact.NodeA.Next;
}
if (contact.NodeA.Next != null)
{
contact.NodeA.Next.Prev = contact.NodeA.Prev;
}
if (contact.NodeA == bodyA.ContactList)
{
bodyA.ContactList = contact.NodeA.Next;
}
// Remove from body 2
if (contact.NodeB.Prev != null)
{
contact.NodeB.Prev.Next = contact.NodeB.Next;
}
if (contact.NodeB.Next != null)
{
contact.NodeB.Next.Prev = contact.NodeB.Prev;
}
if (contact.NodeB == bodyB.ContactList)
{
bodyB.ContactList = contact.NodeB.Next;
}
contact.Destroy();
}
internal void Collide()
{
// Update awake contacts.
for (int i = 0; i < ContactList.Count; i++)
{
Contact c = ContactList[i];
Fixture fixtureA = c.FixtureA;
Fixture fixtureB = c.FixtureB;
int indexA = c.ChildIndexA;
int indexB = c.ChildIndexB;
Body bodyA = fixtureA.Body;
Body bodyB = fixtureB.Body;
if (bodyA.Awake == false && bodyB.Awake == false)
{
continue;
}
// Is this contact flagged for filtering?
if ((c.Flags & ContactFlags.Filter) == ContactFlags.Filter)
{
// Should these bodies collide?
if (bodyB.ShouldCollide(bodyA) == false)
{
Contact cNuke = c;
Destroy(cNuke);
continue;
}
// Check default filtering
if (ShouldCollide(fixtureA, fixtureB) == false)
{
Contact cNuke = c;
Destroy(cNuke);
continue;
}
// Check user filtering.
if (ContactFilter != null && ContactFilter(fixtureA, fixtureB) == false)
{
Contact cNuke = c;
Destroy(cNuke);
continue;
}
// Clear the filtering flag.
c.Flags &= ~ContactFlags.Filter;
}
int proxyIdA = fixtureA.Proxies[indexA].ProxyId;
int proxyIdB = fixtureB.Proxies[indexB].ProxyId;
bool overlap = BroadPhase.TestOverlap(proxyIdA, proxyIdB);
// Here we destroy contacts that cease to overlap in the broad-phase.
if (overlap == false)
{
Contact cNuke = c;
Destroy(cNuke);
continue;
}
// The contact persists.
c.Update(this);
}
}
private static bool ShouldCollide(Fixture fixtureA, Fixture fixtureB)
{
if (Settings.UseFPECollisionCategories)
{
if ((fixtureA.CollisionGroup == fixtureB.CollisionGroup) &&
fixtureA.CollisionGroup != 0 && fixtureB.CollisionGroup != 0)
return false;
if (((fixtureA.CollisionCategories & fixtureB.CollidesWith) ==
Category.None) &
((fixtureB.CollisionCategories & fixtureA.CollidesWith) ==
Category.None))
return false;
if (fixtureA.IsFixtureIgnored(fixtureB) ||
fixtureB.IsFixtureIgnored(fixtureA))
return false;
return true;
}
if (fixtureA.CollisionGroup == fixtureB.CollisionGroup &&
fixtureA.CollisionGroup != 0)
{
return fixtureA.CollisionGroup > 0;
}
bool collide = (fixtureA.CollidesWith & fixtureB.CollisionCategories) != 0 &&
(fixtureA.CollisionCategories & fixtureB.CollidesWith) != 0;
if (collide)
{
if (fixtureA.IsFixtureIgnored(fixtureB) ||
fixtureB.IsFixtureIgnored(fixtureA))
{
return false;
}
}
return collide;
}
}
}