File: src\fork\box2d\dynamics\b2ContactManager.js
/*
* Copyright (c) 2006-2007 Erin Catto http:
*
* 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, and must not be
* misrepresented the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
/**
* @class b2ContactManager
* @constructor
*/
var b2ContactManager = function () {
// The constructor for b2PairCallback
//
// initialize instance variables for references
this.m_nullContact = new b2NullContact();
//
this.m_world = null;
this.m_destroyImmediate = false;
};
Object.extend(b2ContactManager.prototype, b2PairCallback.prototype);
Object.extend(b2ContactManager.prototype,
{
// This is a callback from the broadphase when two AABB proxies begin
// to overlap. We create a b2Contact to manage the narrow phase.
PairAdded: function(proxyUserData1, proxyUserData2){
var shape1 = proxyUserData1;
var shape2 = proxyUserData2;
var body1 = shape1.m_body;
var body2 = shape2.m_body;
if (body1.IsStatic() && body2.IsStatic())
{
return this.m_nullContact;
}
if (shape1.m_body == shape2.m_body)
{
return this.m_nullContact;
}
if (body2.IsConnected(body1))
{
return this.m_nullContact;
}
if (this.m_world.m_filter != null && this.m_world.m_filter.ShouldCollide(shape1, shape2) == false)
{
return this.m_nullContact;
}
// Ensure that body2 is dynamic (body1 is static or dynamic).
if (body2.m_invMass == 0.0)
{
var tempShape = shape1;
shape1 = shape2;
shape2 = tempShape;
//b2Math.b2Swap(shape1, shape2);
var tempBody = body1;
body1 = body2;
body2 = tempBody;
//b2Math.b2Swap(body1, body2);
}
// Call the factory.
var contact = b2Contact.Create(shape1, shape2, this.m_world.m_blockAllocator);
if (contact == null)
{
return this.m_nullContact;
}
else
{
// Insert into the world.
contact.m_prev = null;
contact.m_next = this.m_world.m_contactList;
if (this.m_world.m_contactList != null)
{
this.m_world.m_contactList.m_prev = contact;
}
this.m_world.m_contactList = contact;
this.m_world.m_contactCount++;
}
return contact;
},
// This is a callback from the broadphase when two AABB proxies cease
// to overlap. We destroy the b2Contact.
PairRemoved: function(proxyUserData1, proxyUserData2, pairUserData){
if (pairUserData == null)
{
return;
}
var c = pairUserData;
if (c != this.m_nullContact)
{
//b2Settings.b2Assert(this.m_world.m_contactCount > 0);
if (this.m_destroyImmediate == true)
{
this.DestroyContact(c);
c = null;
}
else
{
c.m_flags |= b2Contact.e_destroyFlag;
}
}
},
DestroyContact: function(c)
{
//b2Settings.b2Assert(this.m_world.m_contactCount > 0);
// Remove from the world.
if (c.m_prev)
{
c.m_prev.m_next = c.m_next;
}
if (c.m_next)
{
c.m_next.m_prev = c.m_prev;
}
if (c == this.m_world.m_contactList)
{
this.m_world.m_contactList = c.m_next;
}
// If there are contact points, then disconnect from the island graph.
if (c.GetManifoldCount() > 0)
{
var body1 = c.m_shape1.m_body;
var body2 = c.m_shape2.m_body;
var node1 = c.m_node1;
var node2 = c.m_node2;
// Wake up touching bodies.
body1.WakeUp();
body2.WakeUp();
// Remove from body 1
if (node1.prev)
{
node1.prev.next = node1.next;
}
if (node1.next)
{
node1.next.prev = node1.prev;
}
if (node1 == body1.m_contactList)
{
body1.m_contactList = node1.next;
}
node1.prev = null;
node1.next = null;
// Remove from body 2
if (node2.prev)
{
node2.prev.next = node2.next;
}
if (node2.next)
{
node2.next.prev = node2.prev;
}
if (node2 == body2.m_contactList)
{
body2.m_contactList = node2.next;
}
node2.prev = null;
node2.next = null;
}
// Call the factory.
b2Contact.Destroy(c, this.m_world.m_blockAllocator);
--this.m_world.m_contactCount;
},
// Destroy any contacts marked for deferred destruction.
CleanContactList: function()
{
var c = this.m_world.m_contactList;
while (c != null)
{
var c0 = c;
c = c.m_next;
if (c0.m_flags & b2Contact.e_destroyFlag)
{
this.DestroyContact(c0);
c0 = null;
}
}
},
// This is the top level collision call for the time step. Here
// all the narrow phase collision is processed for the world
// contact list.
Collide: function()
{
var body1;
var body2;
var node1;
var node2;
for (var c = this.m_world.m_contactList; c != null; c = c.m_next)
{
if (c.m_shape1.m_body.IsSleeping() &&
c.m_shape2.m_body.IsSleeping())
{
continue;
}
var oldCount = c.GetManifoldCount();
c.Evaluate();
var newCount = c.GetManifoldCount();
if (oldCount == 0 && newCount > 0)
{
//b2Settings.b2Assert(c.GetManifolds().pointCount > 0);
// Connect to island graph.
body1 = c.m_shape1.m_body;
body2 = c.m_shape2.m_body;
node1 = c.m_node1;
node2 = c.m_node2;
// Connect to body 1
node1.contact = c;
node1.other = body2;
node1.prev = null;
node1.next = body1.m_contactList;
if (node1.next != null)
{
node1.next.prev = c.m_node1;
}
body1.m_contactList = c.m_node1;
// Connect to body 2
node2.contact = c;
node2.other = body1;
node2.prev = null;
node2.next = body2.m_contactList;
if (node2.next != null)
{
node2.next.prev = node2;
}
body2.m_contactList = node2;
}
else if (oldCount > 0 && newCount == 0)
{
// Disconnect from island graph.
body1 = c.m_shape1.m_body;
body2 = c.m_shape2.m_body;
node1 = c.m_node1;
node2 = c.m_node2;
// Remove from body 1
if (node1.prev)
{
node1.prev.next = node1.next;
}
if (node1.next)
{
node1.next.prev = node1.prev;
}
if (node1 == body1.m_contactList)
{
body1.m_contactList = node1.next;
}
node1.prev = null;
node1.next = null;
// Remove from body 2
if (node2.prev)
{
node2.prev.next = node2.next;
}
if (node2.next)
{
node2.next.prev = node2.prev;
}
if (node2 == body2.m_contactList)
{
body2.m_contactList = node2.next;
}
node2.prev = null;
node2.next = null;
}
}
},
m_world: null,
// This lets us provide broadphase proxy pair user data for
// contacts that shouldn't exist.
m_nullContact: new b2NullContact(),
m_destroyImmediate: null
});