/* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist * * Original source Box2D: * Copyright (c) 2006-2011 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. */ //#define USE_ACTIVE_CONTACT_SET using System.Collections.Generic; using FarseerPhysics.Collision; using FarseerPhysics.Dynamics.Contacts; namespace FarseerPhysics.Dynamics { public class ContactManager { /// /// Fires when a contact is created /// public BeginContactDelegate BeginContact; public IBroadPhase BroadPhase; /// /// The filter used by the contact manager. /// public CollisionFilterDelegate ContactFilter; public List ContactList = new List(128); #if USE_ACTIVE_CONTACT_SET /// /// The set of active contacts. /// public HashSet ActiveContacts = new HashSet(); /// /// A temporary copy of active contacts that is used during updates so /// the hash set can have members added/removed during the update. /// This list is cleared after every update. /// List ActiveList = new List(); #endif /// /// Fires when a contact is deleted /// public EndContactDelegate EndContact; /// /// Fires when the broadphase detects that two Fixtures are close to each other. /// public BroadphaseDelegate OnBroadphaseCollision; /// /// Fires after the solver has run /// public PostSolveDelegate PostSolve; /// /// Fires before the solver runs /// 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; //FPE feature: BeforeCollision delegate 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); if (c == null) return; // Contact creation may swap fixtures. fixtureA = c.FixtureA; fixtureB = c.FixtureB; bodyA = fixtureA.Body; bodyB = fixtureB.Body; // Insert into the world. ContactList.Add(c); #if USE_ACTIVE_CONTACT_SET ActiveContacts.Add(c); #endif // 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; // Wake up the bodies if (fixtureA.IsSensor == false && fixtureB.IsSensor == false) { bodyA.Awake = true; bodyB.Awake = true; } } 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 (contact.IsTouching) { //Report the separation to both participants: if (fixtureA != null && fixtureA.OnSeparation != null) fixtureA.OnSeparation(fixtureA, fixtureB); //Reverse the order of the reported fixtures. The first fixture is always the one that the //user subscribed to. if (fixtureB != null && fixtureB.OnSeparation != null) fixtureB.OnSeparation(fixtureB, fixtureA); if (EndContact != null) 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; } #if USE_ACTIVE_CONTACT_SET if (ActiveContacts.Contains(contact)) { ActiveContacts.Remove(contact); } #endif contact.Destroy(); } internal void Collide() { // Update awake contacts. #if USE_ACTIVE_CONTACT_SET ActiveList.AddRange(ActiveContacts); foreach (var c in ActiveList) { #else for (int i = 0; i < ContactList.Count; i++) { Contact c = ContactList[i]; #endif Fixture fixtureA = c.FixtureA; Fixture fixtureB = c.FixtureB; int indexA = c.ChildIndexA; int indexB = c.ChildIndexB; Body bodyA = fixtureA.Body; Body bodyB = fixtureB.Body; //Do no try to collide disabled bodies if (!bodyA.Enabled || !bodyB.Enabled) continue; // Is this contact flagged for filtering? if (c.FilterFlag) { // 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.FilterFlag = false; } bool activeA = bodyA.Awake && bodyA.BodyType != BodyType.Static; bool activeB = bodyB.Awake && bodyB.BodyType != BodyType.Static; // At least one body must be awake and it must be dynamic or kinematic. if (activeA == false && activeB == false) { #if USE_ACTIVE_CONTACT_SET ActiveContacts.Remove(c); #endif continue; } 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); } #if USE_ACTIVE_CONTACT_SET ActiveList.Clear(); #endif } 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; } internal void UpdateContacts(ContactEdge contactEdge, bool value) { #if USE_ACTIVE_CONTACT_SET if(value) { while(contactEdge != null) { var c = contactEdge.Contact; if (!ActiveContacts.Contains(c)) { ActiveContacts.Add(c); } contactEdge = contactEdge.Next; } } else { while (contactEdge != null) { var c = contactEdge.Contact; if (!contactEdge.Other.Awake) { if (ActiveContacts.Contains(c)) { ActiveContacts.Remove(c); } } contactEdge = contactEdge.Next; } } #endif } #if USE_ACTIVE_CONTACT_SET internal void RemoveActiveContact(Contact contact) { if (ActiveContacts.Contains(contact)) ActiveContacts.Remove(contact); } #endif } }