Files
LuaCsForBarotraumaEP/Farseer Physics Engine 3.5/Dynamics/Contacts/Contact.cs

480 lines
20 KiB
C#

/*
* 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 System.Diagnostics;
using FarseerPhysics.Collision;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Common;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Dynamics.Contacts
{
/// <summary>
/// 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.
/// </summary>
public sealed class ContactEdge
{
/// <summary>
/// The contact
/// </summary>
public Contact Contact;
/// <summary>
/// The next contact edge in the body's contact list
/// </summary>
public ContactEdge Next;
/// <summary>
/// Provides quick access to the other body attached.
/// </summary>
public Body Other;
/// <summary>
/// The previous contact edge in the body's contact list
/// </summary>
public ContactEdge Prev;
}
/// <summary>
/// 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.
/// </summary>
public class Contact
{
private ContactType _type;
private static EdgeShape _edge = new EdgeShape();
private static ContactType[,] _registers = new[,]
{
{
ContactType.Circle,
ContactType.EdgeAndCircle,
ContactType.PolygonAndCircle,
ContactType.ChainAndCircle,
},
{
ContactType.EdgeAndCircle,
ContactType.NotSupported,
// 1,1 is invalid (no ContactType.Edge)
ContactType.EdgeAndPolygon,
ContactType.NotSupported,
// 1,3 is invalid (no ContactType.EdgeAndLoop)
},
{
ContactType.PolygonAndCircle,
ContactType.EdgeAndPolygon,
ContactType.Polygon,
ContactType.ChainAndPolygon,
},
{
ContactType.ChainAndCircle,
ContactType.NotSupported,
// 3,1 is invalid (no ContactType.EdgeAndLoop)
ContactType.ChainAndPolygon,
ContactType.NotSupported,
// 3,3 is invalid (no ContactType.Loop)
},
};
// Nodes for connecting bodies.
internal ContactEdge _nodeA = new ContactEdge();
internal ContactEdge _nodeB = new ContactEdge();
internal int _toiCount;
internal float _toi;
public Fixture FixtureA;
public Fixture FixtureB;
public float Friction { get; set; }
public float Restitution { get; set; }
/// <summary>
/// Get the contact manifold. Do not modify the manifold unless you understand the
/// internals of Box2D.
/// </summary>
public Manifold Manifold;
/// Get or set the desired tangent speed for a conveyor belt behavior. In meters per second.
public float TangentSpeed { get; set; }
/// 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).
/// NOTE: If you are setting Enabled to a constant true or false,
/// use the explicit Enable() or Disable() functions instead to
/// save the CPU from doing a branch operation.
public bool Enabled { get; set; }
/// <summary>
/// Get the child primitive index for fixture A.
/// </summary>
/// <value>The child index A.</value>
public int ChildIndexA { get; internal set; }
/// <summary>
/// Get the child primitive index for fixture B.
/// </summary>
/// <value>The child index B.</value>
public int ChildIndexB { get; internal set; }
/// <summary>
/// Determines whether this contact is touching.
/// </summary>
/// <returns>
/// <c>true</c> if this instance is touching; otherwise, <c>false</c>.
/// </returns>
public bool IsTouching { get; set; }
internal bool IslandFlag { get; set; }
internal bool TOIFlag { get; set; }
internal bool FilterFlag { get; set; }
public void ResetRestitution()
{
Restitution = Settings.MixRestitution(FixtureA.Restitution, FixtureB.Restitution);
}
public void ResetFriction()
{
Friction = Settings.MixFriction(FixtureA.Friction, FixtureB.Friction);
}
private Contact(Fixture fA, int indexA, Fixture fB, int indexB)
{
Reset(fA, indexA, fB, indexB);
}
/// <summary>
/// Gets the world manifold.
/// </summary>
public void GetWorldManifold(out Vector2 normal, out FixedArray2<Vector2> points)
{
Body bodyA = FixtureA.Body;
Body bodyB = FixtureB.Body;
Shape shapeA = FixtureA.Shape;
Shape shapeB = FixtureB.Shape;
ContactSolver.WorldManifold.Initialize(ref Manifold, ref bodyA._xf, shapeA.Radius, ref bodyB._xf, shapeB.Radius, out normal, out points);
}
private void Reset(Fixture fA, int indexA, Fixture fB, int indexB)
{
Enabled = true;
IsTouching = false;
IslandFlag = false;
FilterFlag = false;
TOIFlag = false;
FixtureA = fA;
FixtureB = fB;
ChildIndexA = indexA;
ChildIndexB = indexB;
Manifold.PointCount = 0;
_nodeA.Contact = null;
_nodeA.Prev = null;
_nodeA.Next = null;
_nodeA.Other = null;
_nodeB.Contact = null;
_nodeB.Prev = null;
_nodeB.Next = null;
_nodeB.Other = null;
_toiCount = 0;
//FPE: We only set the friction and restitution if we are not destroying the contact
if (FixtureA != null && FixtureB != null)
{
Friction = Settings.MixFriction(FixtureA.Friction, FixtureB.Friction);
Restitution = Settings.MixRestitution(FixtureA.Restitution, FixtureB.Restitution);
}
TangentSpeed = 0;
}
/// <summary>
/// Update the contact manifold and touching status.
/// Note: do not assume the fixture AABBs are overlapping or are valid.
/// </summary>
/// <param name="contactManager">The contact manager.</param>
internal void Update(ContactManager contactManager)
{
Body bodyA = FixtureA.Body;
Body bodyB = FixtureB.Body;
if (FixtureA == null || FixtureB == null)
return;
Manifold oldManifold = Manifold;
// Re-enable this contact.
Enabled = true;
bool touching;
bool wasTouching = IsTouching;
bool sensor = FixtureA.IsSensor || FixtureB.IsSensor;
// Is this contact a sensor?
if (sensor)
{
Shape shapeA = FixtureA.Shape;
Shape shapeB = FixtureB.Shape;
touching = Collision.Collision.TestOverlap(shapeA, ChildIndexA, shapeB, ChildIndexB, ref bodyA._xf, ref bodyB._xf);
// Sensors don't generate manifolds.
Manifold.PointCount = 0;
}
else
{
Evaluate(ref Manifold, ref bodyA._xf, ref bodyB._xf);
touching = Manifold.PointCount > 0;
// Match old contact ids to new contact ids and copy the
// stored impulses to warm start the solver.
for (int i = 0; i < Manifold.PointCount; ++i)
{
ManifoldPoint mp2 = Manifold.Points[i];
mp2.NormalImpulse = 0.0f;
mp2.TangentImpulse = 0.0f;
ContactID id2 = mp2.Id;
for (int j = 0; j < oldManifold.PointCount; ++j)
{
ManifoldPoint mp1 = oldManifold.Points[j];
if (mp1.Id.Key == id2.Key)
{
mp2.NormalImpulse = mp1.NormalImpulse;
mp2.TangentImpulse = mp1.TangentImpulse;
break;
}
}
Manifold.Points[i] = mp2;
}
if (touching != wasTouching)
{
bodyA.Awake = true;
bodyB.Awake = true;
}
}
IsTouching = touching;
if (wasTouching == false)
{
if (touching)
{
if (Settings.AllCollisionCallbacksAgree)
{
bool enabledA = true, enabledB = true;
// Report the collision to both participants. Track which ones returned true so we can
// later call OnSeparation if the contact is disabled for a different reason.
if (FixtureA.OnCollision != null)
foreach (OnCollisionEventHandler handler in FixtureA.OnCollision.GetInvocationList())
enabledA = handler(FixtureA, FixtureB, this) && enabledA;
// Reverse the order of the reported fixtures. The first fixture is always the one that the
// user subscribed to.
if (FixtureB.OnCollision != null)
foreach (OnCollisionEventHandler handler in FixtureB.OnCollision.GetInvocationList())
enabledB = handler(FixtureB, FixtureA, this) && enabledB;
Enabled = enabledA && enabledB;
// BeginContact can also return false and disable the contact
if (enabledA && enabledB && contactManager.BeginContact != null)
Enabled = contactManager.BeginContact(this);
}
else
{
//Report the collision to both participants:
if (FixtureA.OnCollision != null)
foreach (OnCollisionEventHandler handler in FixtureA.OnCollision.GetInvocationList())
Enabled = handler(FixtureA, FixtureB, this);
//Reverse the order of the reported fixtures. The first fixture is always the one that the
//user subscribed to.
if (FixtureB.OnCollision != null)
foreach (OnCollisionEventHandler handler in FixtureB.OnCollision.GetInvocationList())
Enabled = handler(FixtureB, FixtureA, this);
//BeginContact can also return false and disable the contact
if (contactManager.BeginContact != null)
Enabled = contactManager.BeginContact(this);
}
// If the user disabled the contact (needed to exclude it in TOI solver) at any point by
// any of the callbacks, we need to mark it as not touching and call any separation
// callbacks for fixtures that didn't explicitly disable the collision.
if (!Enabled)
IsTouching = false;
}
}
else
{
if (touching == false)
{
//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 (contactManager.EndContact != null)
contactManager.EndContact(this);
}
}
if (sensor)
return;
if (contactManager.PreSolve != null)
contactManager.PreSolve(this, ref oldManifold);
}
/// <summary>
/// Evaluate this contact with your own manifold and transforms.
/// </summary>
/// <param name="manifold">The manifold.</param>
/// <param name="transformA">The first transform.</param>
/// <param name="transformB">The second transform.</param>
private void Evaluate(ref Manifold manifold, ref Transform transformA, ref Transform transformB)
{
switch (_type)
{
case ContactType.Polygon:
Collision.Collision.CollidePolygons(ref manifold, (PolygonShape)FixtureA.Shape, ref transformA, (PolygonShape)FixtureB.Shape, ref transformB);
break;
case ContactType.PolygonAndCircle:
Collision.Collision.CollidePolygonAndCircle(ref manifold, (PolygonShape)FixtureA.Shape, ref transformA, (CircleShape)FixtureB.Shape, ref transformB);
break;
case ContactType.EdgeAndCircle:
Collision.Collision.CollideEdgeAndCircle(ref manifold, (EdgeShape)FixtureA.Shape, ref transformA, (CircleShape)FixtureB.Shape, ref transformB);
break;
case ContactType.EdgeAndPolygon:
Collision.Collision.CollideEdgeAndPolygon(ref manifold, (EdgeShape)FixtureA.Shape, ref transformA, (PolygonShape)FixtureB.Shape, ref transformB);
break;
case ContactType.ChainAndCircle:
ChainShape chain = (ChainShape)FixtureA.Shape;
chain.GetChildEdge(_edge, ChildIndexA);
Collision.Collision.CollideEdgeAndCircle(ref manifold, _edge, ref transformA, (CircleShape)FixtureB.Shape, ref transformB);
break;
case ContactType.ChainAndPolygon:
ChainShape loop2 = (ChainShape)FixtureA.Shape;
loop2.GetChildEdge(_edge, ChildIndexA);
Collision.Collision.CollideEdgeAndPolygon(ref manifold, _edge, ref transformA, (PolygonShape)FixtureB.Shape, ref transformB);
break;
case ContactType.Circle:
Collision.Collision.CollideCircles(ref manifold, (CircleShape)FixtureA.Shape, ref transformA, (CircleShape)FixtureB.Shape, ref transformB);
break;
}
}
internal static Contact Create(Fixture fixtureA, int indexA, Fixture fixtureB, int indexB)
{
ShapeType type1 = fixtureA.Shape.ShapeType;
ShapeType type2 = fixtureB.Shape.ShapeType;
Debug.Assert(ShapeType.Unknown < type1 && type1 < ShapeType.TypeCount);
Debug.Assert(ShapeType.Unknown < type2 && type2 < ShapeType.TypeCount);
Contact c;
Queue<Contact> pool = fixtureA.Body._world._contactPool;
if (pool.Count > 0)
{
c = pool.Dequeue();
if ((type1 >= type2 || (type1 == ShapeType.Edge && type2 == ShapeType.Polygon)) && !(type2 == ShapeType.Edge && type1 == ShapeType.Polygon))
{
c.Reset(fixtureA, indexA, fixtureB, indexB);
}
else
{
c.Reset(fixtureB, indexB, fixtureA, indexA);
}
}
else
{
// Edge+Polygon is non-symetrical due to the way Erin handles collision type registration.
if ((type1 >= type2 || (type1 == ShapeType.Edge && type2 == ShapeType.Polygon)) && !(type2 == ShapeType.Edge && type1 == ShapeType.Polygon))
{
c = new Contact(fixtureA, indexA, fixtureB, indexB);
}
else
{
c = new Contact(fixtureB, indexB, fixtureA, indexA);
}
}
c._type = _registers[(int)type1, (int)type2];
return c;
}
internal void Destroy()
{
#if USE_ACTIVE_CONTACT_SET
FixtureA.Body.World.ContactManager.RemoveActiveContact(this);
#endif
FixtureA.Body._world._contactPool.Enqueue(this);
if (Manifold.PointCount > 0 && FixtureA.IsSensor == false && FixtureB.IsSensor == false)
{
FixtureA.Body.Awake = true;
FixtureB.Body.Awake = true;
}
Reset(null, 0, null, 0);
}
#region Nested type: ContactType
private enum ContactType
{
NotSupported,
Polygon,
PolygonAndCircle,
Circle,
EdgeAndPolygon,
EdgeAndCircle,
ChainAndPolygon,
ChainAndCircle,
}
#endregion
}
}