/******************************************************************************* * Copyright (c) 2013, Daniel Murphy * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, * are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ 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 * @param proxyUserDataB */ 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) == false) { return; } // Check user filtering. if (m_contactFilter != null && m_contactFilter.shouldCollide(fixtureA, fixtureB) == false) { 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) == false) { Contact cNuke = c; c = cNuke.getNext(); destroy(cNuke); continue; } // Check user filtering. if (m_contactFilter != null && m_contactFilter.shouldCollide(fixtureA, fixtureB) == false) { Contact cNuke = c; c = cNuke.getNext(); destroy(cNuke); continue; } // Clear the filtering flag. c.m_flags &= ~Contact.FILTER_FLAG; } boolean activeA = bodyA.isAwake() && bodyA.m_type != BodyType.STATIC; boolean activeB = bodyB.isAwake() && bodyB.m_type != BodyType.STATIC; // At least one body must be awake and it must be dynamic or kinematic. if (activeA == false && activeB == false) { 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 == false) { Contact cNuke = c; c = cNuke.getNext(); destroy(cNuke); continue; } // The contact persists. c.update(m_contactListener); c = c.getNext(); } } }