box2d-ruby 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +7 -0
- data/LICENSE.txt +21 -0
- data/README.md +336 -0
- data/examples/contact_events.rb +22 -0
- data/examples/debug_draw.rb +15 -0
- data/examples/falling_ball.rb +19 -0
- data/examples/rugl_debug_draw.rb +68 -0
- data/examples/stagecraft_debug_draw.rb +64 -0
- data/examples/support/box2d_debug_lines.rb +125 -0
- data/ext/box2d/CMakeLists.txt +35 -0
- data/ext/box2d/extconf.rb +42 -0
- data/ext/box2d/native.c +9 -0
- data/ext/box2d/vendor/box2d/LICENSE +21 -0
- data/ext/box2d/vendor/box2d/VERSION +1 -0
- data/ext/box2d/vendor/box2d/include/box2d/base.h +131 -0
- data/ext/box2d/vendor/box2d/include/box2d/box2d.h +1222 -0
- data/ext/box2d/vendor/box2d/include/box2d/collision.h +830 -0
- data/ext/box2d/vendor/box2d/include/box2d/id.h +144 -0
- data/ext/box2d/vendor/box2d/include/box2d/math_functions.h +761 -0
- data/ext/box2d/vendor/box2d/include/box2d/types.h +1457 -0
- data/ext/box2d/vendor/box2d/src/CMakeLists.txt +223 -0
- data/ext/box2d/vendor/box2d/src/aabb.c +132 -0
- data/ext/box2d/vendor/box2d/src/aabb.h +56 -0
- data/ext/box2d/vendor/box2d/src/arena_allocator.c +112 -0
- data/ext/box2d/vendor/box2d/src/arena_allocator.h +48 -0
- data/ext/box2d/vendor/box2d/src/array.c +8 -0
- data/ext/box2d/vendor/box2d/src/array.h +179 -0
- data/ext/box2d/vendor/box2d/src/atomic.h +79 -0
- data/ext/box2d/vendor/box2d/src/bitset.c +67 -0
- data/ext/box2d/vendor/box2d/src/bitset.h +65 -0
- data/ext/box2d/vendor/box2d/src/body.c +1884 -0
- data/ext/box2d/vendor/box2d/src/body.h +194 -0
- data/ext/box2d/vendor/box2d/src/box2d.natvis +41 -0
- data/ext/box2d/vendor/box2d/src/broad_phase.c +524 -0
- data/ext/box2d/vendor/box2d/src/broad_phase.h +83 -0
- data/ext/box2d/vendor/box2d/src/constants.h +54 -0
- data/ext/box2d/vendor/box2d/src/constraint_graph.c +322 -0
- data/ext/box2d/vendor/box2d/src/constraint_graph.h +58 -0
- data/ext/box2d/vendor/box2d/src/contact.c +650 -0
- data/ext/box2d/vendor/box2d/src/contact.h +148 -0
- data/ext/box2d/vendor/box2d/src/contact_solver.c +2120 -0
- data/ext/box2d/vendor/box2d/src/contact_solver.h +54 -0
- data/ext/box2d/vendor/box2d/src/core.c +178 -0
- data/ext/box2d/vendor/box2d/src/core.h +149 -0
- data/ext/box2d/vendor/box2d/src/ctz.h +112 -0
- data/ext/box2d/vendor/box2d/src/distance.c +1415 -0
- data/ext/box2d/vendor/box2d/src/distance_joint.c +556 -0
- data/ext/box2d/vendor/box2d/src/dynamic_tree.c +1989 -0
- data/ext/box2d/vendor/box2d/src/geometry.c +1028 -0
- data/ext/box2d/vendor/box2d/src/hull.c +328 -0
- data/ext/box2d/vendor/box2d/src/id_pool.c +79 -0
- data/ext/box2d/vendor/box2d/src/id_pool.h +35 -0
- data/ext/box2d/vendor/box2d/src/island.c +977 -0
- data/ext/box2d/vendor/box2d/src/island.h +89 -0
- data/ext/box2d/vendor/box2d/src/joint.c +1272 -0
- data/ext/box2d/vendor/box2d/src/joint.h +335 -0
- data/ext/box2d/vendor/box2d/src/manifold.c +1726 -0
- data/ext/box2d/vendor/box2d/src/math_functions.c +159 -0
- data/ext/box2d/vendor/box2d/src/motor_joint.c +283 -0
- data/ext/box2d/vendor/box2d/src/mouse_joint.c +214 -0
- data/ext/box2d/vendor/box2d/src/mover.c +73 -0
- data/ext/box2d/vendor/box2d/src/prismatic_joint.c +656 -0
- data/ext/box2d/vendor/box2d/src/revolute_joint.c +534 -0
- data/ext/box2d/vendor/box2d/src/sensor.c +389 -0
- data/ext/box2d/vendor/box2d/src/sensor.h +36 -0
- data/ext/box2d/vendor/box2d/src/shape.c +1714 -0
- data/ext/box2d/vendor/box2d/src/shape.h +123 -0
- data/ext/box2d/vendor/box2d/src/solver.c +2038 -0
- data/ext/box2d/vendor/box2d/src/solver.h +155 -0
- data/ext/box2d/vendor/box2d/src/solver_set.c +613 -0
- data/ext/box2d/vendor/box2d/src/solver_set.h +57 -0
- data/ext/box2d/vendor/box2d/src/table.c +238 -0
- data/ext/box2d/vendor/box2d/src/table.h +37 -0
- data/ext/box2d/vendor/box2d/src/timer.c +185 -0
- data/ext/box2d/vendor/box2d/src/types.c +151 -0
- data/ext/box2d/vendor/box2d/src/weld_joint.c +310 -0
- data/ext/box2d/vendor/box2d/src/wheel_joint.c +551 -0
- data/ext/box2d/vendor/box2d/src/world.c +3301 -0
- data/ext/box2d/vendor/box2d/src/world.h +192 -0
- data/generator/generate.rb +316 -0
- data/generator/layout_probe.c +507 -0
- data/generator/verify_layouts.rb +32 -0
- data/lib/box2d/body.rb +172 -0
- data/lib/box2d/body_definition.rb +38 -0
- data/lib/box2d/body_shapes.rb +135 -0
- data/lib/box2d/chain.rb +61 -0
- data/lib/box2d/debug_draw.rb +118 -0
- data/lib/box2d/events.rb +103 -0
- data/lib/box2d/fixed_stepper.rb +39 -0
- data/lib/box2d/handle.rb +46 -0
- data/lib/box2d/hit.rb +5 -0
- data/lib/box2d/joint.rb +197 -0
- data/lib/box2d/native.rb +1462 -0
- data/lib/box2d/native_loader.rb +45 -0
- data/lib/box2d/pixel_scale.rb +29 -0
- data/lib/box2d/shape.rb +109 -0
- data/lib/box2d/shape_definition.rb +44 -0
- data/lib/box2d/value_conversion.rb +80 -0
- data/lib/box2d/version.rb +7 -0
- data/lib/box2d/world.rb +135 -0
- data/lib/box2d/world_joints.rb +156 -0
- data/lib/box2d/world_queries.rb +122 -0
- data/lib/box2d/world_registry.rb +95 -0
- data/lib/box2d.rb +31 -0
- data/script/build_platform_gem.rb +24 -0
- data/script/deterministic_scene.rb +56 -0
- data/script/update_deterministic_snapshot.rb +11 -0
- data/script/verify_platform_gem.rb +24 -0
- metadata +164 -0
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// SPDX-FileCopyrightText: 2023 Erin Catto
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// SPDX-License-Identifier: MIT
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#include "contact.h"
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#include "array.h"
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#include "body.h"
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#include "core.h"
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#include "island.h"
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#include "shape.h"
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#include "solver_set.h"
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#include "table.h"
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#include "world.h"
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#include "box2d/collision.h"
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#include <float.h>
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#include <math.h>
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#include <stddef.h>
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B2_ARRAY_SOURCE( b2Contact, b2Contact )
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B2_ARRAY_SOURCE( b2ContactSim, b2ContactSim )
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// Contacts and determinism
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// A deterministic simulation requires contacts to exist in the same order in b2Island no matter the thread count.
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// The order must reproduce from run to run. This is necessary because the Gauss-Seidel constraint solver is order dependent.
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//
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// Creation:
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// - Contacts are created using results from b2UpdateBroadPhasePairs
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// - These results are ordered according to the order of the broad-phase move array
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// - The move array is ordered according to the shape creation order using a bitset.
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// - The island/shape/body order is determined by creation order
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// - Logically contacts are only created for awake bodies, so they are immediately added to the awake contact array (serially)
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//
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// Island linking:
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// - The awake contact array is built from the body-contact graph for all awake bodies in awake islands.
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// - Awake contacts are solved in parallel and they generate contact state changes.
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// - These state changes may link islands together using union find.
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// - The state changes are ordered using a bit array that encompasses all contacts
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// - As long as contacts are created in deterministic order, island link order is deterministic.
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// - This keeps the order of contacts in islands deterministic
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// Manifold functions should compute important results in local space to improve precision. However, this
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// interface function takes two world transforms instead of a relative transform for these reasons:
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//
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// First:
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// The anchors need to be computed relative to the shape origin in world space. This is necessary so the
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// solver does not need to access static body transforms. Not even in constraint preparation. This approach
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// has world space vectors yet retains precision.
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//
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// Second:
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// b2ManifoldPoint::point is very useful for debugging and it is in world space.
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//
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// Third:
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// The user may call the manifold functions directly and they should be easy to use and have easy to use
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// results.
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typedef b2Manifold b2ManifoldFcn( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB, b2Transform xfB,
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b2SimplexCache* cache );
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struct b2ContactRegister
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{
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b2ManifoldFcn* fcn;
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bool primary;
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};
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static struct b2ContactRegister s_registers[b2_shapeTypeCount][b2_shapeTypeCount];
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static bool s_initialized = false;
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static b2Manifold b2CircleManifold( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB, b2Transform xfB,
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b2SimplexCache* cache )
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{
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B2_UNUSED( cache );
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return b2CollideCircles( &shapeA->circle, xfA, &shapeB->circle, xfB );
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}
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static b2Manifold b2CapsuleAndCircleManifold( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB, b2Transform xfB,
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b2SimplexCache* cache )
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{
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B2_UNUSED( cache );
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return b2CollideCapsuleAndCircle( &shapeA->capsule, xfA, &shapeB->circle, xfB );
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}
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static b2Manifold b2CapsuleManifold( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB, b2Transform xfB,
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b2SimplexCache* cache )
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{
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B2_UNUSED( cache );
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return b2CollideCapsules( &shapeA->capsule, xfA, &shapeB->capsule, xfB );
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}
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static b2Manifold b2PolygonAndCircleManifold( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB, b2Transform xfB,
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b2SimplexCache* cache )
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{
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B2_UNUSED( cache );
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return b2CollidePolygonAndCircle( &shapeA->polygon, xfA, &shapeB->circle, xfB );
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}
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static b2Manifold b2PolygonAndCapsuleManifold( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB, b2Transform xfB,
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b2SimplexCache* cache )
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{
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B2_UNUSED( cache );
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return b2CollidePolygonAndCapsule( &shapeA->polygon, xfA, &shapeB->capsule, xfB );
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}
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static b2Manifold b2PolygonManifold( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB, b2Transform xfB,
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b2SimplexCache* cache )
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{
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B2_UNUSED( cache );
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return b2CollidePolygons( &shapeA->polygon, xfA, &shapeB->polygon, xfB );
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}
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static b2Manifold b2SegmentAndCircleManifold( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB, b2Transform xfB,
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b2SimplexCache* cache )
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{
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B2_UNUSED( cache );
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return b2CollideSegmentAndCircle( &shapeA->segment, xfA, &shapeB->circle, xfB );
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}
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static b2Manifold b2SegmentAndCapsuleManifold( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB, b2Transform xfB,
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b2SimplexCache* cache )
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{
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B2_UNUSED( cache );
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return b2CollideSegmentAndCapsule( &shapeA->segment, xfA, &shapeB->capsule, xfB );
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}
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static b2Manifold b2SegmentAndPolygonManifold( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB, b2Transform xfB,
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b2SimplexCache* cache )
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{
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B2_UNUSED( cache );
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return b2CollideSegmentAndPolygon( &shapeA->segment, xfA, &shapeB->polygon, xfB );
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}
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static b2Manifold b2ChainSegmentAndCircleManifold( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB, b2Transform xfB,
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b2SimplexCache* cache )
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{
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B2_UNUSED( cache );
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return b2CollideChainSegmentAndCircle( &shapeA->chainSegment, xfA, &shapeB->circle, xfB );
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}
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static b2Manifold b2ChainSegmentAndCapsuleManifold( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB,
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b2Transform xfB, b2SimplexCache* cache )
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{
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return b2CollideChainSegmentAndCapsule( &shapeA->chainSegment, xfA, &shapeB->capsule, xfB, cache );
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}
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static b2Manifold b2ChainSegmentAndPolygonManifold( const b2Shape* shapeA, b2Transform xfA, const b2Shape* shapeB,
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b2Transform xfB, b2SimplexCache* cache )
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{
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return b2CollideChainSegmentAndPolygon( &shapeA->chainSegment, xfA, &shapeB->polygon, xfB, cache );
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}
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static void b2AddType( b2ManifoldFcn* fcn, b2ShapeType type1, b2ShapeType type2 )
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{
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B2_ASSERT( 0 <= type1 && type1 < b2_shapeTypeCount );
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B2_ASSERT( 0 <= type2 && type2 < b2_shapeTypeCount );
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s_registers[type1][type2].fcn = fcn;
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s_registers[type1][type2].primary = true;
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if ( type1 != type2 )
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{
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s_registers[type2][type1].fcn = fcn;
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s_registers[type2][type1].primary = false;
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}
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}
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void b2InitializeContactRegisters( void )
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{
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if ( s_initialized == false )
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{
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b2AddType( b2CircleManifold, b2_circleShape, b2_circleShape );
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b2AddType( b2CapsuleAndCircleManifold, b2_capsuleShape, b2_circleShape );
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b2AddType( b2CapsuleManifold, b2_capsuleShape, b2_capsuleShape );
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b2AddType( b2PolygonAndCircleManifold, b2_polygonShape, b2_circleShape );
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b2AddType( b2PolygonAndCapsuleManifold, b2_polygonShape, b2_capsuleShape );
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b2AddType( b2PolygonManifold, b2_polygonShape, b2_polygonShape );
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b2AddType( b2SegmentAndCircleManifold, b2_segmentShape, b2_circleShape );
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b2AddType( b2SegmentAndCapsuleManifold, b2_segmentShape, b2_capsuleShape );
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b2AddType( b2SegmentAndPolygonManifold, b2_segmentShape, b2_polygonShape );
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b2AddType( b2ChainSegmentAndCircleManifold, b2_chainSegmentShape, b2_circleShape );
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b2AddType( b2ChainSegmentAndCapsuleManifold, b2_chainSegmentShape, b2_capsuleShape );
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b2AddType( b2ChainSegmentAndPolygonManifold, b2_chainSegmentShape, b2_polygonShape );
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s_initialized = true;
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}
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}
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void b2CreateContact( b2World* world, b2Shape* shapeA, b2Shape* shapeB )
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{
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b2ShapeType type1 = shapeA->type;
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b2ShapeType type2 = shapeB->type;
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191
|
+
B2_ASSERT( 0 <= type1 && type1 < b2_shapeTypeCount );
|
|
192
|
+
B2_ASSERT( 0 <= type2 && type2 < b2_shapeTypeCount );
|
|
193
|
+
|
|
194
|
+
if ( s_registers[type1][type2].fcn == NULL )
|
|
195
|
+
{
|
|
196
|
+
// For example, no segment vs segment collision
|
|
197
|
+
return;
|
|
198
|
+
}
|
|
199
|
+
|
|
200
|
+
if ( s_registers[type1][type2].primary == false )
|
|
201
|
+
{
|
|
202
|
+
// flip order
|
|
203
|
+
b2CreateContact( world, shapeB, shapeA );
|
|
204
|
+
return;
|
|
205
|
+
}
|
|
206
|
+
|
|
207
|
+
b2Body* bodyA = b2BodyArray_Get( &world->bodies, shapeA->bodyId );
|
|
208
|
+
b2Body* bodyB = b2BodyArray_Get( &world->bodies, shapeB->bodyId );
|
|
209
|
+
|
|
210
|
+
B2_ASSERT( bodyA->setIndex != b2_disabledSet && bodyB->setIndex != b2_disabledSet );
|
|
211
|
+
B2_ASSERT( bodyA->setIndex != b2_staticSet || bodyB->setIndex != b2_staticSet );
|
|
212
|
+
|
|
213
|
+
int setIndex;
|
|
214
|
+
if ( bodyA->setIndex == b2_awakeSet || bodyB->setIndex == b2_awakeSet )
|
|
215
|
+
{
|
|
216
|
+
setIndex = b2_awakeSet;
|
|
217
|
+
}
|
|
218
|
+
else
|
|
219
|
+
{
|
|
220
|
+
// sleeping and non-touching contacts live in the disabled set
|
|
221
|
+
// later if this set is found to be touching then the sleeping
|
|
222
|
+
// islands will be linked and the contact moved to the merged island
|
|
223
|
+
setIndex = b2_disabledSet;
|
|
224
|
+
}
|
|
225
|
+
|
|
226
|
+
b2SolverSet* set = b2SolverSetArray_Get( &world->solverSets, setIndex );
|
|
227
|
+
|
|
228
|
+
// Create contact key and contact
|
|
229
|
+
int contactId = b2AllocId( &world->contactIdPool );
|
|
230
|
+
if ( contactId == world->contacts.count )
|
|
231
|
+
{
|
|
232
|
+
b2ContactArray_Push( &world->contacts, ( b2Contact ){ 0 } );
|
|
233
|
+
}
|
|
234
|
+
|
|
235
|
+
int shapeIdA = shapeA->id;
|
|
236
|
+
int shapeIdB = shapeB->id;
|
|
237
|
+
|
|
238
|
+
b2Contact* contact = b2ContactArray_Get( &world->contacts, contactId );
|
|
239
|
+
contact->contactId = contactId;
|
|
240
|
+
contact->setIndex = setIndex;
|
|
241
|
+
contact->colorIndex = B2_NULL_INDEX;
|
|
242
|
+
contact->localIndex = set->contactSims.count;
|
|
243
|
+
contact->islandId = B2_NULL_INDEX;
|
|
244
|
+
contact->islandPrev = B2_NULL_INDEX;
|
|
245
|
+
contact->islandNext = B2_NULL_INDEX;
|
|
246
|
+
contact->shapeIdA = shapeIdA;
|
|
247
|
+
contact->shapeIdB = shapeIdB;
|
|
248
|
+
contact->isMarked = false;
|
|
249
|
+
contact->flags = 0;
|
|
250
|
+
|
|
251
|
+
B2_ASSERT( shapeA->sensorIndex == B2_NULL_INDEX && shapeB->sensorIndex == B2_NULL_INDEX );
|
|
252
|
+
|
|
253
|
+
if ( shapeA->enableContactEvents || shapeB->enableContactEvents )
|
|
254
|
+
{
|
|
255
|
+
contact->flags |= b2_contactEnableContactEvents;
|
|
256
|
+
}
|
|
257
|
+
|
|
258
|
+
// Connect to body A
|
|
259
|
+
{
|
|
260
|
+
contact->edges[0].bodyId = shapeA->bodyId;
|
|
261
|
+
contact->edges[0].prevKey = B2_NULL_INDEX;
|
|
262
|
+
contact->edges[0].nextKey = bodyA->headContactKey;
|
|
263
|
+
|
|
264
|
+
int keyA = ( contactId << 1 ) | 0;
|
|
265
|
+
int headContactKey = bodyA->headContactKey;
|
|
266
|
+
if ( headContactKey != B2_NULL_INDEX )
|
|
267
|
+
{
|
|
268
|
+
b2Contact* headContact = b2ContactArray_Get( &world->contacts, headContactKey >> 1 );
|
|
269
|
+
headContact->edges[headContactKey & 1].prevKey = keyA;
|
|
270
|
+
}
|
|
271
|
+
bodyA->headContactKey = keyA;
|
|
272
|
+
bodyA->contactCount += 1;
|
|
273
|
+
}
|
|
274
|
+
|
|
275
|
+
// Connect to body B
|
|
276
|
+
{
|
|
277
|
+
contact->edges[1].bodyId = shapeB->bodyId;
|
|
278
|
+
contact->edges[1].prevKey = B2_NULL_INDEX;
|
|
279
|
+
contact->edges[1].nextKey = bodyB->headContactKey;
|
|
280
|
+
|
|
281
|
+
int keyB = ( contactId << 1 ) | 1;
|
|
282
|
+
int headContactKey = bodyB->headContactKey;
|
|
283
|
+
if ( bodyB->headContactKey != B2_NULL_INDEX )
|
|
284
|
+
{
|
|
285
|
+
b2Contact* headContact = b2ContactArray_Get( &world->contacts, headContactKey >> 1 );
|
|
286
|
+
headContact->edges[headContactKey & 1].prevKey = keyB;
|
|
287
|
+
}
|
|
288
|
+
bodyB->headContactKey = keyB;
|
|
289
|
+
bodyB->contactCount += 1;
|
|
290
|
+
}
|
|
291
|
+
|
|
292
|
+
// Add to pair set for fast lookup
|
|
293
|
+
uint64_t pairKey = B2_SHAPE_PAIR_KEY( shapeIdA, shapeIdB );
|
|
294
|
+
b2AddKey( &world->broadPhase.pairSet, pairKey );
|
|
295
|
+
|
|
296
|
+
// Contacts are created as non-touching. Later if they are found to be touching
|
|
297
|
+
// they will link islands and be moved into the constraint graph.
|
|
298
|
+
b2ContactSim* contactSim = b2ContactSimArray_Add( &set->contactSims );
|
|
299
|
+
contactSim->contactId = contactId;
|
|
300
|
+
|
|
301
|
+
#if B2_VALIDATE
|
|
302
|
+
contactSim->bodyIdA = shapeA->bodyId;
|
|
303
|
+
contactSim->bodyIdB = shapeB->bodyId;
|
|
304
|
+
#endif
|
|
305
|
+
|
|
306
|
+
contactSim->bodySimIndexA = B2_NULL_INDEX;
|
|
307
|
+
contactSim->bodySimIndexB = B2_NULL_INDEX;
|
|
308
|
+
contactSim->invMassA = 0.0f;
|
|
309
|
+
contactSim->invIA = 0.0f;
|
|
310
|
+
contactSim->invMassB = 0.0f;
|
|
311
|
+
contactSim->invIB = 0.0f;
|
|
312
|
+
contactSim->shapeIdA = shapeIdA;
|
|
313
|
+
contactSim->shapeIdB = shapeIdB;
|
|
314
|
+
contactSim->cache = b2_emptySimplexCache;
|
|
315
|
+
contactSim->manifold = ( b2Manifold ){ 0 };
|
|
316
|
+
|
|
317
|
+
// These also get updated in the narrow phase
|
|
318
|
+
contactSim->friction = world->frictionCallback(shapeA->friction, shapeA->userMaterialId, shapeB->friction, shapeB->userMaterialId);
|
|
319
|
+
contactSim->restitution = world->restitutionCallback(shapeA->restitution, shapeA->userMaterialId, shapeB->restitution, shapeB->userMaterialId);
|
|
320
|
+
|
|
321
|
+
contactSim->tangentSpeed = 0.0f;
|
|
322
|
+
contactSim->simFlags = 0;
|
|
323
|
+
|
|
324
|
+
if ( shapeA->enablePreSolveEvents || shapeB->enablePreSolveEvents )
|
|
325
|
+
{
|
|
326
|
+
contactSim->simFlags |= b2_simEnablePreSolveEvents;
|
|
327
|
+
}
|
|
328
|
+
}
|
|
329
|
+
|
|
330
|
+
// A contact is destroyed when:
|
|
331
|
+
// - broad-phase proxies stop overlapping
|
|
332
|
+
// - a body is destroyed
|
|
333
|
+
// - a body is disabled
|
|
334
|
+
// - a body changes type from dynamic to kinematic or static
|
|
335
|
+
// - a shape is destroyed
|
|
336
|
+
// - contact filtering is modified
|
|
337
|
+
void b2DestroyContact( b2World* world, b2Contact* contact, bool wakeBodies )
|
|
338
|
+
{
|
|
339
|
+
// Remove pair from set
|
|
340
|
+
uint64_t pairKey = B2_SHAPE_PAIR_KEY( contact->shapeIdA, contact->shapeIdB );
|
|
341
|
+
b2RemoveKey( &world->broadPhase.pairSet, pairKey );
|
|
342
|
+
|
|
343
|
+
b2ContactEdge* edgeA = contact->edges + 0;
|
|
344
|
+
b2ContactEdge* edgeB = contact->edges + 1;
|
|
345
|
+
|
|
346
|
+
int bodyIdA = edgeA->bodyId;
|
|
347
|
+
int bodyIdB = edgeB->bodyId;
|
|
348
|
+
b2Body* bodyA = b2BodyArray_Get( &world->bodies, bodyIdA );
|
|
349
|
+
b2Body* bodyB = b2BodyArray_Get( &world->bodies, bodyIdB );
|
|
350
|
+
|
|
351
|
+
uint32_t flags = contact->flags;
|
|
352
|
+
bool touching = ( flags & b2_contactTouchingFlag ) != 0;
|
|
353
|
+
|
|
354
|
+
// End touch event
|
|
355
|
+
if ( touching && ( flags & b2_contactEnableContactEvents ) != 0 )
|
|
356
|
+
{
|
|
357
|
+
uint16_t worldId = world->worldId;
|
|
358
|
+
const b2Shape* shapeA = b2ShapeArray_Get( &world->shapes, contact->shapeIdA );
|
|
359
|
+
const b2Shape* shapeB = b2ShapeArray_Get( &world->shapes, contact->shapeIdB );
|
|
360
|
+
b2ShapeId shapeIdA = { shapeA->id + 1, worldId, shapeA->generation };
|
|
361
|
+
b2ShapeId shapeIdB = { shapeB->id + 1, worldId, shapeB->generation };
|
|
362
|
+
|
|
363
|
+
b2ContactEndTouchEvent event = { shapeIdA, shapeIdB };
|
|
364
|
+
b2ContactEndTouchEventArray_Push( world->contactEndEvents + world->endEventArrayIndex, event );
|
|
365
|
+
}
|
|
366
|
+
|
|
367
|
+
// Remove from body A
|
|
368
|
+
if ( edgeA->prevKey != B2_NULL_INDEX )
|
|
369
|
+
{
|
|
370
|
+
b2Contact* prevContact = b2ContactArray_Get( &world->contacts, edgeA->prevKey >> 1 );
|
|
371
|
+
b2ContactEdge* prevEdge = prevContact->edges + ( edgeA->prevKey & 1 );
|
|
372
|
+
prevEdge->nextKey = edgeA->nextKey;
|
|
373
|
+
}
|
|
374
|
+
|
|
375
|
+
if ( edgeA->nextKey != B2_NULL_INDEX )
|
|
376
|
+
{
|
|
377
|
+
b2Contact* nextContact = b2ContactArray_Get( &world->contacts, edgeA->nextKey >> 1 );
|
|
378
|
+
b2ContactEdge* nextEdge = nextContact->edges + ( edgeA->nextKey & 1 );
|
|
379
|
+
nextEdge->prevKey = edgeA->prevKey;
|
|
380
|
+
}
|
|
381
|
+
|
|
382
|
+
int contactId = contact->contactId;
|
|
383
|
+
|
|
384
|
+
int edgeKeyA = ( contactId << 1 ) | 0;
|
|
385
|
+
if ( bodyA->headContactKey == edgeKeyA )
|
|
386
|
+
{
|
|
387
|
+
bodyA->headContactKey = edgeA->nextKey;
|
|
388
|
+
}
|
|
389
|
+
|
|
390
|
+
bodyA->contactCount -= 1;
|
|
391
|
+
|
|
392
|
+
// Remove from body B
|
|
393
|
+
if ( edgeB->prevKey != B2_NULL_INDEX )
|
|
394
|
+
{
|
|
395
|
+
b2Contact* prevContact = b2ContactArray_Get( &world->contacts, edgeB->prevKey >> 1 );
|
|
396
|
+
b2ContactEdge* prevEdge = prevContact->edges + ( edgeB->prevKey & 1 );
|
|
397
|
+
prevEdge->nextKey = edgeB->nextKey;
|
|
398
|
+
}
|
|
399
|
+
|
|
400
|
+
if ( edgeB->nextKey != B2_NULL_INDEX )
|
|
401
|
+
{
|
|
402
|
+
b2Contact* nextContact = b2ContactArray_Get( &world->contacts, edgeB->nextKey >> 1 );
|
|
403
|
+
b2ContactEdge* nextEdge = nextContact->edges + ( edgeB->nextKey & 1 );
|
|
404
|
+
nextEdge->prevKey = edgeB->prevKey;
|
|
405
|
+
}
|
|
406
|
+
|
|
407
|
+
int edgeKeyB = ( contactId << 1 ) | 1;
|
|
408
|
+
if ( bodyB->headContactKey == edgeKeyB )
|
|
409
|
+
{
|
|
410
|
+
bodyB->headContactKey = edgeB->nextKey;
|
|
411
|
+
}
|
|
412
|
+
|
|
413
|
+
bodyB->contactCount -= 1;
|
|
414
|
+
|
|
415
|
+
// Remove contact from the array that owns it
|
|
416
|
+
if ( contact->islandId != B2_NULL_INDEX )
|
|
417
|
+
{
|
|
418
|
+
b2UnlinkContact( world, contact );
|
|
419
|
+
}
|
|
420
|
+
|
|
421
|
+
if ( contact->colorIndex != B2_NULL_INDEX )
|
|
422
|
+
{
|
|
423
|
+
// contact is an active constraint
|
|
424
|
+
B2_ASSERT( contact->setIndex == b2_awakeSet );
|
|
425
|
+
b2RemoveContactFromGraph( world, bodyIdA, bodyIdB, contact->colorIndex, contact->localIndex );
|
|
426
|
+
}
|
|
427
|
+
else
|
|
428
|
+
{
|
|
429
|
+
// contact is non-touching or is sleeping or is a sensor
|
|
430
|
+
B2_ASSERT( contact->setIndex != b2_awakeSet || ( contact->flags & b2_contactTouchingFlag ) == 0 );
|
|
431
|
+
b2SolverSet* set = b2SolverSetArray_Get( &world->solverSets, contact->setIndex );
|
|
432
|
+
int movedIndex = b2ContactSimArray_RemoveSwap( &set->contactSims, contact->localIndex );
|
|
433
|
+
if ( movedIndex != B2_NULL_INDEX )
|
|
434
|
+
{
|
|
435
|
+
b2ContactSim* movedContactSim = set->contactSims.data + contact->localIndex;
|
|
436
|
+
b2Contact* movedContact = b2ContactArray_Get( &world->contacts, movedContactSim->contactId );
|
|
437
|
+
movedContact->localIndex = contact->localIndex;
|
|
438
|
+
}
|
|
439
|
+
}
|
|
440
|
+
|
|
441
|
+
contact->contactId = B2_NULL_INDEX;
|
|
442
|
+
contact->setIndex = B2_NULL_INDEX;
|
|
443
|
+
contact->colorIndex = B2_NULL_INDEX;
|
|
444
|
+
contact->localIndex = B2_NULL_INDEX;
|
|
445
|
+
|
|
446
|
+
b2FreeId( &world->contactIdPool, contactId );
|
|
447
|
+
|
|
448
|
+
if ( wakeBodies && touching )
|
|
449
|
+
{
|
|
450
|
+
b2WakeBody( world, bodyA );
|
|
451
|
+
b2WakeBody( world, bodyB );
|
|
452
|
+
}
|
|
453
|
+
}
|
|
454
|
+
|
|
455
|
+
b2ContactSim* b2GetContactSim( b2World* world, b2Contact* contact )
|
|
456
|
+
{
|
|
457
|
+
if ( contact->setIndex == b2_awakeSet && contact->colorIndex != B2_NULL_INDEX )
|
|
458
|
+
{
|
|
459
|
+
// contact lives in constraint graph
|
|
460
|
+
B2_ASSERT( 0 <= contact->colorIndex && contact->colorIndex < B2_GRAPH_COLOR_COUNT );
|
|
461
|
+
b2GraphColor* color = world->constraintGraph.colors + contact->colorIndex;
|
|
462
|
+
return b2ContactSimArray_Get( &color->contactSims, contact->localIndex );
|
|
463
|
+
}
|
|
464
|
+
|
|
465
|
+
b2SolverSet* set = b2SolverSetArray_Get( &world->solverSets, contact->setIndex );
|
|
466
|
+
return b2ContactSimArray_Get( &set->contactSims, contact->localIndex );
|
|
467
|
+
}
|
|
468
|
+
|
|
469
|
+
bool b2ShouldShapesCollide( b2Filter filterA, b2Filter filterB )
|
|
470
|
+
{
|
|
471
|
+
if ( filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0 )
|
|
472
|
+
{
|
|
473
|
+
return filterA.groupIndex > 0;
|
|
474
|
+
}
|
|
475
|
+
|
|
476
|
+
bool collide = ( filterA.maskBits & filterB.categoryBits ) != 0 && ( filterA.categoryBits & filterB.maskBits ) != 0;
|
|
477
|
+
return collide;
|
|
478
|
+
}
|
|
479
|
+
|
|
480
|
+
// Update the contact manifold and touching status. Also updates sensor overlap.
|
|
481
|
+
// Note: do not assume the shape AABBs are overlapping or are valid.
|
|
482
|
+
bool b2UpdateContact( b2World* world, b2ContactSim* contactSim, b2Shape* shapeA, b2Transform transformA, b2Vec2 centerOffsetA,
|
|
483
|
+
b2Shape* shapeB, b2Transform transformB, b2Vec2 centerOffsetB )
|
|
484
|
+
{
|
|
485
|
+
// Save old manifold
|
|
486
|
+
b2Manifold oldManifold = contactSim->manifold;
|
|
487
|
+
|
|
488
|
+
// Compute new manifold
|
|
489
|
+
b2ManifoldFcn* fcn = s_registers[shapeA->type][shapeB->type].fcn;
|
|
490
|
+
contactSim->manifold = fcn( shapeA, transformA, shapeB, transformB, &contactSim->cache );
|
|
491
|
+
|
|
492
|
+
// Keep these updated in case the values on the shapes are modified
|
|
493
|
+
contactSim->friction = world->frictionCallback( shapeA->friction, shapeA->userMaterialId, shapeB->friction, shapeB->userMaterialId );
|
|
494
|
+
contactSim->restitution = world->restitutionCallback( shapeA->restitution, shapeA->userMaterialId, shapeB->restitution, shapeB->userMaterialId );
|
|
495
|
+
|
|
496
|
+
// todo branch improves perf?
|
|
497
|
+
if (shapeA->rollingResistance > 0.0f || shapeB->rollingResistance > 0.0f)
|
|
498
|
+
{
|
|
499
|
+
float radiusA = b2GetShapeRadius( shapeA );
|
|
500
|
+
float radiusB = b2GetShapeRadius( shapeB );
|
|
501
|
+
float maxRadius = b2MaxFloat( radiusA, radiusB );
|
|
502
|
+
contactSim->rollingResistance = b2MaxFloat( shapeA->rollingResistance, shapeB->rollingResistance ) * maxRadius;
|
|
503
|
+
}
|
|
504
|
+
else
|
|
505
|
+
{
|
|
506
|
+
contactSim->rollingResistance = 0.0f;
|
|
507
|
+
}
|
|
508
|
+
|
|
509
|
+
contactSim->tangentSpeed = shapeA->tangentSpeed + shapeB->tangentSpeed;
|
|
510
|
+
|
|
511
|
+
int pointCount = contactSim->manifold.pointCount;
|
|
512
|
+
bool touching = pointCount > 0;
|
|
513
|
+
|
|
514
|
+
if ( touching && world->preSolveFcn && ( contactSim->simFlags & b2_simEnablePreSolveEvents ) != 0 )
|
|
515
|
+
{
|
|
516
|
+
b2ShapeId shapeIdA = { shapeA->id + 1, world->worldId, shapeA->generation };
|
|
517
|
+
b2ShapeId shapeIdB = { shapeB->id + 1, world->worldId, shapeB->generation };
|
|
518
|
+
|
|
519
|
+
// this call assumes thread safety
|
|
520
|
+
touching = world->preSolveFcn( shapeIdA, shapeIdB, &contactSim->manifold, world->preSolveContext );
|
|
521
|
+
if ( touching == false )
|
|
522
|
+
{
|
|
523
|
+
// disable contact
|
|
524
|
+
pointCount = 0;
|
|
525
|
+
contactSim->manifold.pointCount = 0;
|
|
526
|
+
}
|
|
527
|
+
}
|
|
528
|
+
|
|
529
|
+
// This flag is for testing
|
|
530
|
+
if ( world->enableSpeculative == false && pointCount == 2 )
|
|
531
|
+
{
|
|
532
|
+
if ( contactSim->manifold.points[0].separation > 1.5f * B2_LINEAR_SLOP )
|
|
533
|
+
{
|
|
534
|
+
contactSim->manifold.points[0] = contactSim->manifold.points[1];
|
|
535
|
+
contactSim->manifold.pointCount = 1;
|
|
536
|
+
}
|
|
537
|
+
else if ( contactSim->manifold.points[0].separation > 1.5f * B2_LINEAR_SLOP )
|
|
538
|
+
{
|
|
539
|
+
contactSim->manifold.pointCount = 1;
|
|
540
|
+
}
|
|
541
|
+
|
|
542
|
+
pointCount = contactSim->manifold.pointCount;
|
|
543
|
+
}
|
|
544
|
+
|
|
545
|
+
if ( touching && ( shapeA->enableHitEvents || shapeB->enableHitEvents ) )
|
|
546
|
+
{
|
|
547
|
+
contactSim->simFlags |= b2_simEnableHitEvent;
|
|
548
|
+
}
|
|
549
|
+
else
|
|
550
|
+
{
|
|
551
|
+
contactSim->simFlags &= ~b2_simEnableHitEvent;
|
|
552
|
+
}
|
|
553
|
+
|
|
554
|
+
if (pointCount > 0)
|
|
555
|
+
{
|
|
556
|
+
contactSim->manifold.rollingImpulse = oldManifold.rollingImpulse;
|
|
557
|
+
}
|
|
558
|
+
|
|
559
|
+
// Match old contact ids to new contact ids and copy the
|
|
560
|
+
// stored impulses to warm start the solver.
|
|
561
|
+
int unmatchedCount = 0;
|
|
562
|
+
for ( int i = 0; i < pointCount; ++i )
|
|
563
|
+
{
|
|
564
|
+
b2ManifoldPoint* mp2 = contactSim->manifold.points + i;
|
|
565
|
+
|
|
566
|
+
// shift anchors to be center of mass relative
|
|
567
|
+
mp2->anchorA = b2Sub( mp2->anchorA, centerOffsetA );
|
|
568
|
+
mp2->anchorB = b2Sub( mp2->anchorB, centerOffsetB );
|
|
569
|
+
|
|
570
|
+
mp2->normalImpulse = 0.0f;
|
|
571
|
+
mp2->tangentImpulse = 0.0f;
|
|
572
|
+
mp2->totalNormalImpulse = 0.0f;
|
|
573
|
+
mp2->normalVelocity = 0.0f;
|
|
574
|
+
mp2->persisted = false;
|
|
575
|
+
|
|
576
|
+
uint16_t id2 = mp2->id;
|
|
577
|
+
|
|
578
|
+
for ( int j = 0; j < oldManifold.pointCount; ++j )
|
|
579
|
+
{
|
|
580
|
+
b2ManifoldPoint* mp1 = oldManifold.points + j;
|
|
581
|
+
|
|
582
|
+
if ( mp1->id == id2 )
|
|
583
|
+
{
|
|
584
|
+
mp2->normalImpulse = mp1->normalImpulse;
|
|
585
|
+
mp2->tangentImpulse = mp1->tangentImpulse;
|
|
586
|
+
mp2->persisted = true;
|
|
587
|
+
|
|
588
|
+
// clear old impulse
|
|
589
|
+
mp1->normalImpulse = 0.0f;
|
|
590
|
+
mp1->tangentImpulse = 0.0f;
|
|
591
|
+
break;
|
|
592
|
+
}
|
|
593
|
+
}
|
|
594
|
+
|
|
595
|
+
unmatchedCount += mp2->persisted ? 0 : 1;
|
|
596
|
+
}
|
|
597
|
+
|
|
598
|
+
B2_UNUSED( unmatchedCount );
|
|
599
|
+
|
|
600
|
+
#if 0
|
|
601
|
+
// todo I haven't found an improvement from this yet
|
|
602
|
+
// If there are unmatched new contact points, apply any left over old impulse.
|
|
603
|
+
if (unmatchedCount > 0)
|
|
604
|
+
{
|
|
605
|
+
float unmatchedNormalImpulse = 0.0f;
|
|
606
|
+
float unmatchedTangentImpulse = 0.0f;
|
|
607
|
+
for (int i = 0; i < oldManifold.pointCount; ++i)
|
|
608
|
+
{
|
|
609
|
+
b2ManifoldPoint* mp = oldManifold.points + i;
|
|
610
|
+
unmatchedNormalImpulse += mp->normalImpulse;
|
|
611
|
+
unmatchedTangentImpulse += mp->tangentImpulse;
|
|
612
|
+
}
|
|
613
|
+
|
|
614
|
+
float inverse = 1.0f / unmatchedCount;
|
|
615
|
+
unmatchedNormalImpulse *= inverse;
|
|
616
|
+
unmatchedTangentImpulse *= inverse;
|
|
617
|
+
|
|
618
|
+
for ( int i = 0; i < pointCount; ++i )
|
|
619
|
+
{
|
|
620
|
+
b2ManifoldPoint* mp2 = contactSim->manifold.points + i;
|
|
621
|
+
|
|
622
|
+
if (mp2->persisted)
|
|
623
|
+
{
|
|
624
|
+
continue;
|
|
625
|
+
}
|
|
626
|
+
|
|
627
|
+
mp2->normalImpulse = unmatchedNormalImpulse;
|
|
628
|
+
mp2->tangentImpulse = unmatchedTangentImpulse;
|
|
629
|
+
}
|
|
630
|
+
}
|
|
631
|
+
#endif
|
|
632
|
+
|
|
633
|
+
if ( touching )
|
|
634
|
+
{
|
|
635
|
+
contactSim->simFlags |= b2_simTouchingFlag;
|
|
636
|
+
}
|
|
637
|
+
else
|
|
638
|
+
{
|
|
639
|
+
contactSim->simFlags &= ~b2_simTouchingFlag;
|
|
640
|
+
}
|
|
641
|
+
|
|
642
|
+
return touching;
|
|
643
|
+
}
|
|
644
|
+
|
|
645
|
+
b2Manifold b2ComputeManifold( b2Shape* shapeA, b2Transform transformA, b2Shape* shapeB, b2Transform transformB )
|
|
646
|
+
{
|
|
647
|
+
b2ManifoldFcn* fcn = s_registers[shapeA->type][shapeB->type].fcn;
|
|
648
|
+
b2SimplexCache cache = { 0 };
|
|
649
|
+
return fcn( shapeA, transformA, shapeB, transformB, &cache );
|
|
650
|
+
}
|