axmol/Box2D/Dynamics/Contacts/b2Contact.h

332 lines
9.3 KiB
C
Raw Normal View History

/*
* 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.
*/
#ifndef B2_CONTACT_H
#define B2_CONTACT_H
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/Shapes/b2Shape.h>
#include <Box2D/Dynamics/b2Fixture.h>
class b2Body;
class b2Contact;
class b2Fixture;
class b2World;
class b2BlockAllocator;
class b2StackAllocator;
class b2ContactListener;
/// Friction mixing law. The idea is to allow either fixture to drive the restitution to zero.
/// For example, anything slides on ice.
inline float32 b2MixFriction(float32 friction1, float32 friction2)
{
return std::sqrt(friction1 * friction2);
}
/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
/// For example, a superball bounces on anything.
inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
{
return restitution1 > restitution2 ? restitution1 : restitution2;
}
typedef b2Contact* b2ContactCreateFcn( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB,
b2BlockAllocator* allocator);
typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
struct b2ContactRegister
{
b2ContactCreateFcn* createFcn;
b2ContactDestroyFcn* destroyFcn;
bool primary;
};
/// 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.
struct b2ContactEdge
{
b2Body* other; ///< provides quick access to the other body attached.
b2Contact* contact; ///< the contact
b2ContactEdge* prev; ///< the previous contact edge in the body's contact list
b2ContactEdge* next; ///< the next contact edge in the body's contact list
};
/// 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.
class b2Contact
{
public:
/// Get the contact manifold. Do not modify the manifold unless you understand the
/// internals of Box2D.
b2Manifold* GetManifold();
const b2Manifold* GetManifold() const;
/// Get the world manifold.
void GetWorldManifold(b2WorldManifold* worldManifold) const;
/// Is this contact touching?
bool IsTouching() const;
/// 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).
void SetEnabled(bool flag);
/// Has this contact been disabled?
bool IsEnabled() const;
/// Get the next contact in the world's contact list.
b2Contact* GetNext();
const b2Contact* GetNext() const;
/// Get fixture A in this contact.
b2Fixture* GetFixtureA();
const b2Fixture* GetFixtureA() const;
/// Get the child primitive index for fixture A.
int32 GetChildIndexA() const;
/// Get fixture B in this contact.
b2Fixture* GetFixtureB();
const b2Fixture* GetFixtureB() const;
/// Get the child primitive index for fixture B.
int32 GetChildIndexB() const;
/// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.
/// This value persists until set or reset.
void SetFriction(float32 friction);
/// Get the friction.
float32 GetFriction() const;
/// Reset the friction mixture to the default value.
void ResetFriction();
/// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.
/// The value persists until you set or reset.
void SetRestitution(float32 restitution);
/// Get the restitution.
float32 GetRestitution() const;
/// Reset the restitution to the default value.
void ResetRestitution();
/// Evaluate this contact with your own manifold and transforms.
virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
protected:
friend class b2ContactManager;
friend class b2World;
friend class b2ContactSolver;
friend class b2Body;
friend class b2Fixture;
// Flags stored in m_flags
enum
{
// Used when crawling contact graph when forming islands.
e_islandFlag = 0x0001,
// Set when the shapes are touching.
e_touchingFlag = 0x0002,
// This contact can be disabled (by user)
e_enabledFlag = 0x0004,
// This contact needs filtering because a fixture filter was changed.
e_filterFlag = 0x0008,
// This bullet contact had a TOI event
e_bulletHitFlag = 0x0010,
// This contact has a valid TOI in m_toi
e_toiFlag = 0x0020
};
/// Flag this contact for filtering. Filtering will occur the next time step.
void FlagForFiltering();
static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
b2Shape::Type typeA, b2Shape::Type typeB);
static void InitializeRegisters();
static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2Contact() : m_fixtureA(NULL), m_fixtureB(NULL) {}
b2Contact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
virtual ~b2Contact() {}
void Update(b2ContactListener* listener);
static b2ContactRegister s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
static bool s_initialized;
uint32 m_flags;
// World pool and list pointers.
b2Contact* m_prev;
b2Contact* m_next;
// Nodes for connecting bodies.
b2ContactEdge m_nodeA;
b2ContactEdge m_nodeB;
b2Fixture* m_fixtureA;
b2Fixture* m_fixtureB;
int32 m_indexA;
int32 m_indexB;
b2Manifold m_manifold;
int32 m_toiCount;
float32 m_toi;
float32 m_friction;
float32 m_restitution;
};
inline b2Manifold* b2Contact::GetManifold()
{
return &m_manifold;
}
inline const b2Manifold* b2Contact::GetManifold() const
{
return &m_manifold;
}
inline void b2Contact::GetWorldManifold(b2WorldManifold* worldManifold) const
{
const b2Body* bodyA = m_fixtureA->GetBody();
const b2Body* bodyB = m_fixtureB->GetBody();
const b2Shape* shapeA = m_fixtureA->GetShape();
const b2Shape* shapeB = m_fixtureB->GetShape();
worldManifold->Initialize(&m_manifold, bodyA->GetTransform(), shapeA->m_radius, bodyB->GetTransform(), shapeB->m_radius);
}
inline void b2Contact::SetEnabled(bool flag)
{
if (flag)
{
m_flags |= e_enabledFlag;
}
else
{
m_flags &= ~e_enabledFlag;
}
}
inline bool b2Contact::IsEnabled() const
{
return (m_flags & e_enabledFlag) == e_enabledFlag;
}
inline bool b2Contact::IsTouching() const
{
return (m_flags & e_touchingFlag) == e_touchingFlag;
}
inline b2Contact* b2Contact::GetNext()
{
return m_next;
}
inline const b2Contact* b2Contact::GetNext() const
{
return m_next;
}
inline b2Fixture* b2Contact::GetFixtureA()
{
return m_fixtureA;
}
inline const b2Fixture* b2Contact::GetFixtureA() const
{
return m_fixtureA;
}
inline b2Fixture* b2Contact::GetFixtureB()
{
return m_fixtureB;
}
inline int32 b2Contact::GetChildIndexA() const
{
return m_indexA;
}
inline const b2Fixture* b2Contact::GetFixtureB() const
{
return m_fixtureB;
}
inline int32 b2Contact::GetChildIndexB() const
{
return m_indexB;
}
inline void b2Contact::FlagForFiltering()
{
m_flags |= e_filterFlag;
}
inline void b2Contact::SetFriction(float32 friction)
{
m_friction = friction;
}
inline float32 b2Contact::GetFriction() const
{
return m_friction;
}
inline void b2Contact::ResetFriction()
{
m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
}
inline void b2Contact::SetRestitution(float32 restitution)
{
m_restitution = restitution;
}
inline float32 b2Contact::GetRestitution() const
{
return m_restitution;
}
inline void b2Contact::ResetRestitution()
{
m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
}
#endif