mirror of https://github.com/axmolengine/axmol.git
332 lines
9.3 KiB
C++
332 lines
9.3 KiB
C++
/*
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_CONTACT_H
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#define B2_CONTACT_H
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#include <Box2D/Common/b2Math.h>
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#include <Box2D/Collision/b2Collision.h>
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#include <Box2D/Collision/Shapes/b2Shape.h>
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#include <Box2D/Dynamics/b2Fixture.h>
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class b2Body;
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class b2Contact;
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class b2Fixture;
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class b2World;
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class b2BlockAllocator;
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class b2StackAllocator;
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class b2ContactListener;
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/// Friction mixing law. The idea is to allow either fixture to drive the restitution to zero.
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/// For example, anything slides on ice.
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inline float32 b2MixFriction(float32 friction1, float32 friction2)
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{
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return std::sqrt(friction1 * friction2);
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}
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/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
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/// For example, a superball bounces on anything.
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inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
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{
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return restitution1 > restitution2 ? restitution1 : restitution2;
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}
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typedef b2Contact* b2ContactCreateFcn( b2Fixture* fixtureA, int32 indexA,
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b2Fixture* fixtureB, int32 indexB,
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b2BlockAllocator* allocator);
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typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
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struct b2ContactRegister
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{
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b2ContactCreateFcn* createFcn;
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b2ContactDestroyFcn* destroyFcn;
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bool primary;
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};
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/// A contact edge is used to connect bodies and contacts together
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/// in a contact graph where each body is a node and each contact
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/// is an edge. A contact edge belongs to a doubly linked list
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/// maintained in each attached body. Each contact has two contact
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/// nodes, one for each attached body.
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struct b2ContactEdge
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{
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b2Body* other; ///< provides quick access to the other body attached.
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b2Contact* contact; ///< the contact
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b2ContactEdge* prev; ///< the previous contact edge in the body's contact list
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b2ContactEdge* next; ///< the next contact edge in the body's contact list
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};
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/// The class manages contact between two shapes. A contact exists for each overlapping
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/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
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/// that has no contact points.
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class b2Contact
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{
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public:
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/// Get the contact manifold. Do not modify the manifold unless you understand the
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/// internals of Box2D.
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b2Manifold* GetManifold();
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const b2Manifold* GetManifold() const;
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/// Get the world manifold.
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void GetWorldManifold(b2WorldManifold* worldManifold) const;
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/// Is this contact touching?
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bool IsTouching() const;
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/// Enable/disable this contact. This can be used inside the pre-solve
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/// contact listener. The contact is only disabled for the current
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/// time step (or sub-step in continuous collisions).
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void SetEnabled(bool flag);
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/// Has this contact been disabled?
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bool IsEnabled() const;
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/// Get the next contact in the world's contact list.
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b2Contact* GetNext();
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const b2Contact* GetNext() const;
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/// Get fixture A in this contact.
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b2Fixture* GetFixtureA();
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const b2Fixture* GetFixtureA() const;
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/// Get the child primitive index for fixture A.
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int32 GetChildIndexA() const;
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/// Get fixture B in this contact.
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b2Fixture* GetFixtureB();
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const b2Fixture* GetFixtureB() const;
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/// Get the child primitive index for fixture B.
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int32 GetChildIndexB() const;
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/// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.
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/// This value persists until set or reset.
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void SetFriction(float32 friction);
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/// Get the friction.
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float32 GetFriction() const;
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/// Reset the friction mixture to the default value.
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void ResetFriction();
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/// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.
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/// The value persists until you set or reset.
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void SetRestitution(float32 restitution);
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/// Get the restitution.
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float32 GetRestitution() const;
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/// Reset the restitution to the default value.
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void ResetRestitution();
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/// Evaluate this contact with your own manifold and transforms.
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virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
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protected:
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friend class b2ContactManager;
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friend class b2World;
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friend class b2ContactSolver;
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friend class b2Body;
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friend class b2Fixture;
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// Flags stored in m_flags
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enum
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{
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// Used when crawling contact graph when forming islands.
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e_islandFlag = 0x0001,
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// Set when the shapes are touching.
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e_touchingFlag = 0x0002,
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// This contact can be disabled (by user)
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e_enabledFlag = 0x0004,
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// This contact needs filtering because a fixture filter was changed.
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e_filterFlag = 0x0008,
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// This bullet contact had a TOI event
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e_bulletHitFlag = 0x0010,
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// This contact has a valid TOI in m_toi
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e_toiFlag = 0x0020
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};
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/// Flag this contact for filtering. Filtering will occur the next time step.
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void FlagForFiltering();
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static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
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b2Shape::Type typeA, b2Shape::Type typeB);
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static void InitializeRegisters();
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static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
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static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
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static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
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b2Contact() : m_fixtureA(NULL), m_fixtureB(NULL) {}
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b2Contact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
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virtual ~b2Contact() {}
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void Update(b2ContactListener* listener);
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static b2ContactRegister s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
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static bool s_initialized;
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uint32 m_flags;
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// World pool and list pointers.
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b2Contact* m_prev;
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b2Contact* m_next;
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// Nodes for connecting bodies.
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b2ContactEdge m_nodeA;
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b2ContactEdge m_nodeB;
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b2Fixture* m_fixtureA;
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b2Fixture* m_fixtureB;
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int32 m_indexA;
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int32 m_indexB;
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b2Manifold m_manifold;
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int32 m_toiCount;
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float32 m_toi;
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float32 m_friction;
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float32 m_restitution;
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};
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inline b2Manifold* b2Contact::GetManifold()
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{
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return &m_manifold;
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}
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inline const b2Manifold* b2Contact::GetManifold() const
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{
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return &m_manifold;
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}
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inline void b2Contact::GetWorldManifold(b2WorldManifold* worldManifold) const
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{
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const b2Body* bodyA = m_fixtureA->GetBody();
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const b2Body* bodyB = m_fixtureB->GetBody();
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const b2Shape* shapeA = m_fixtureA->GetShape();
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const b2Shape* shapeB = m_fixtureB->GetShape();
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worldManifold->Initialize(&m_manifold, bodyA->GetTransform(), shapeA->m_radius, bodyB->GetTransform(), shapeB->m_radius);
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}
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inline void b2Contact::SetEnabled(bool flag)
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{
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if (flag)
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{
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m_flags |= e_enabledFlag;
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}
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else
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{
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m_flags &= ~e_enabledFlag;
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}
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}
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inline bool b2Contact::IsEnabled() const
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{
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return (m_flags & e_enabledFlag) == e_enabledFlag;
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}
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inline bool b2Contact::IsTouching() const
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{
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return (m_flags & e_touchingFlag) == e_touchingFlag;
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}
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inline b2Contact* b2Contact::GetNext()
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{
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return m_next;
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}
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inline const b2Contact* b2Contact::GetNext() const
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{
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return m_next;
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}
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inline b2Fixture* b2Contact::GetFixtureA()
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{
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return m_fixtureA;
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}
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inline const b2Fixture* b2Contact::GetFixtureA() const
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{
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return m_fixtureA;
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}
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inline b2Fixture* b2Contact::GetFixtureB()
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{
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return m_fixtureB;
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}
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inline int32 b2Contact::GetChildIndexA() const
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{
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return m_indexA;
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}
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inline const b2Fixture* b2Contact::GetFixtureB() const
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{
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return m_fixtureB;
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}
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inline int32 b2Contact::GetChildIndexB() const
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{
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return m_indexB;
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}
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inline void b2Contact::FlagForFiltering()
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{
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m_flags |= e_filterFlag;
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}
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inline void b2Contact::SetFriction(float32 friction)
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{
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m_friction = friction;
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}
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inline float32 b2Contact::GetFriction() const
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{
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return m_friction;
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}
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inline void b2Contact::ResetFriction()
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{
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m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
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}
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inline void b2Contact::SetRestitution(float32 restitution)
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{
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m_restitution = restitution;
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}
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inline float32 b2Contact::GetRestitution() const
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{
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return m_restitution;
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}
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inline void b2Contact::ResetRestitution()
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{
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m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
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}
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#endif
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