/* * The MIT License (MIT) * * FXGL - JavaFX Game Library * * Copyright (c) 2015-2017 AlmasB (almaslvl@gmail.com) * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ package org.jbox2d.dynamics; import org.jbox2d.callbacks.ContactFilter; import org.jbox2d.callbacks.ContactListener; import org.jbox2d.callbacks.PairCallback; import org.jbox2d.collision.broadphase.BroadPhase; import org.jbox2d.dynamics.contacts.Contact; import org.jbox2d.dynamics.contacts.ContactEdge; /** * Delegate of World. * * @author Daniel Murphy */ public class ContactManager implements PairCallback { public BroadPhase m_broadPhase; public Contact m_contactList; public int m_contactCount; public ContactFilter m_contactFilter; public ContactListener m_contactListener; private final World pool; public ContactManager(World argPool, BroadPhase broadPhase) { m_contactList = null; m_contactCount = 0; m_contactFilter = new ContactFilter(); m_contactListener = null; m_broadPhase = broadPhase; pool = argPool; } /** * Broad-phase callback. * * @param proxyUserDataA proxy user data A * @param proxyUserDataB proxy user data B */ @Override public void addPair(Object proxyUserDataA, Object proxyUserDataB) { FixtureProxy proxyA = (FixtureProxy) proxyUserDataA; FixtureProxy proxyB = (FixtureProxy) proxyUserDataB; Fixture fixtureA = proxyA.fixture; Fixture fixtureB = proxyB.fixture; int indexA = proxyA.childIndex; int indexB = proxyB.childIndex; Body bodyA = fixtureA.getBody(); Body 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? ContactEdge edge = bodyB.getContactList(); while (edge != null) { if (edge.other == bodyA) { Fixture fA = edge.contact.getFixtureA(); Fixture fB = edge.contact.getFixtureB(); int iA = edge.contact.getChildIndexA(); int iB = edge.contact.getChildIndexB(); if (fA == fixtureA && iA == indexA && fB == fixtureB && iB == indexB) { // A contact already exists. return; } if (fA == fixtureB && iA == indexB && fB == fixtureA && 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)) { return; } // Check user filtering. if (m_contactFilter != null && !m_contactFilter.shouldCollide(fixtureA, fixtureB)) { return; } // Call the factory. Contact c = pool.popContact(fixtureA, indexA, fixtureB, indexB); 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 if (!fixtureA.isSensor() && !fixtureB.isSensor()) { bodyA.setAwake(true); bodyB.setAwake(true); } ++m_contactCount; } public void findNewContacts() { m_broadPhase.updatePairs(this); } public void destroy(Contact c) { Fixture fixtureA = c.getFixtureA(); Fixture fixtureB = c.getFixtureB(); Body bodyA = fixtureA.getBody(); Body bodyB = fixtureB.getBody(); if (m_contactListener != null && c.isTouching()) { m_contactListener.endContact(c); } // Remove from the world. if (c.m_prev != null) { c.m_prev.m_next = c.m_next; } if (c.m_next != null) { 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 != null) { c.m_nodeA.prev.next = c.m_nodeA.next; } if (c.m_nodeA.next != null) { 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 != null) { c.m_nodeB.prev.next = c.m_nodeB.next; } if (c.m_nodeB.next != null) { 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. pool.pushContact(c); --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. */ public void collide() { // Update awake contacts. Contact c = m_contactList; while (c != null) { Fixture fixtureA = c.getFixtureA(); Fixture fixtureB = c.getFixtureB(); int indexA = c.getChildIndexA(); int indexB = c.getChildIndexB(); Body bodyA = fixtureA.getBody(); Body bodyB = fixtureB.getBody(); // is this contact flagged for filtering? if ((c.m_flags & Contact.FILTER_FLAG) == Contact.FILTER_FLAG) { // Should these bodies collide? if (!bodyB.shouldCollide(bodyA)) { Contact cNuke = c; c = cNuke.getNext(); destroy(cNuke); continue; } // Check user filtering. if (m_contactFilter != null && !m_contactFilter.shouldCollide(fixtureA, fixtureB)) { Contact cNuke = c; c = cNuke.getNext(); destroy(cNuke); continue; } // Clear the filtering flag. c.m_flags &= ~Contact.FILTER_FLAG; } boolean activeA = bodyA.isAwake() && bodyA.getType() != BodyType.STATIC; boolean activeB = bodyB.isAwake() && bodyB.getType() != BodyType.STATIC; // At least one body must be awake and it must be dynamic or kinematic. if (!activeA && !activeB) { c = c.getNext(); continue; } int proxyIdA = fixtureA.m_proxies[indexA].proxyId; int proxyIdB = fixtureB.m_proxies[indexB].proxyId; boolean overlap = m_broadPhase.testOverlap(proxyIdA, proxyIdB); // Here we destroy contacts that cease to overlap in the broad-phase. if (!overlap) { Contact cNuke = c; c = cNuke.getNext(); destroy(cNuke); continue; } // The contact persists. c.update(m_contactListener); c = c.getNext(); } } }