Box2D: Box2D/Box2D/Dynamics/Contacts/b2Contact.h Source File

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# Box2D/Box2D/Dynamics/Contacts/b2Contact.h

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    00001 /*
    00002 * Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
    00003 *
    00004 * This software is provided 'as-is', without any express or implied
    00005 * warranty.  In no event will the authors be held liable for any damages
    00006 * arising from the use of this software.
    00007 * Permission is granted to anyone to use this software for any purpose,
    00008 * including commercial applications, and to alter it and redistribute it
    00009 * freely, subject to the following restrictions:
    00010 * 1. The origin of this software must not be misrepresented; you must not
    00011 * claim that you wrote the original software. If you use this software
    00012 * in a product, an acknowledgment in the product documentation would be
    00013 * appreciated but is not required.
    00014 * 2. Altered source versions must be plainly marked as such, and must not be
    00015 * misrepresented as being the original software.
    00016 * 3. This notice may not be removed or altered from any source distribution.
    00017 */
    00018
    00019 #ifndef B2_CONTACT_H
    00020 #define B2_CONTACT_H
    00021
    00022 #include <Box2D/Common/b2Math.h>
    00023 #include <Box2D/Collision/b2Collision.h>
    00024 #include <Box2D/Collision/Shapes/b2Shape.h>
    00025 #include <Box2D/Dynamics/Contacts/b2Contact.h>
    00026 #include <Box2D/Dynamics/b2Fixture.h>
    00027
    00028 class b2Body;
    00029 class b2Contact;
    00030 class b2Fixture;
    00031 class b2World;
    00032 class b2BlockAllocator;
    00033 class b2StackAllocator;
    00034 class b2ContactListener;
    00035
    00036 typedef b2Contact* b2ContactCreateFcn(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);
    00037 typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
    00038
    00039 struct b2ContactRegister
    00040 {
    00041         b2ContactCreateFcn* createFcn;
    00042         b2ContactDestroyFcn* destroyFcn;
    00043         bool primary;
    00044 };
    00045
    00051 struct b2ContactEdge
    00052 {
    00053         b2Body* other;
    00054         b2Contact* contact;
    00055         b2ContactEdge* prev;
    00056         b2ContactEdge* next;
    00057 };
    00058
    00062 class b2Contact
    00063 {
    00064 public:
    00065
    00068         b2Manifold* GetManifold();
    00069         const b2Manifold* GetManifold() const;
    00070
    00072         void GetWorldManifold(b2WorldManifold* worldManifold) const;
    00073
    00075         bool IsTouching() const;
    00076
    00080         void SetEnabled(bool flag);
    00081
    00083         bool IsEnabled() const;
    00084
    00086         b2Contact* GetNext();
    00087         const b2Contact* GetNext() const;
    00088
    00090         b2Fixture* GetFixtureA();
    00091         const b2Fixture* GetFixtureA() const;
    00092
    00094         b2Fixture* GetFixtureB();
    00095         const b2Fixture* GetFixtureB() const;
    00096
    00098         virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
    00099
    00100 protected:
    00101         friend class b2ContactManager;
    00102         friend class b2World;
    00103         friend class b2ContactSolver;
    00104         friend class b2Body;
    00105         friend class b2Fixture;
    00106
    00107         // Flags stored in m_flags
    00108         enum
    00109         {
    00110                 // Used when crawling contact graph when forming islands.
    00111                 e_islandFlag            = 0x0001,
    00112
    00113         // Set when the shapes are touching.
    00114                 e_touchingFlag          = 0x0002,
    00115
    00116                 // This contact can be disabled (by user)
    00117                 e_enabledFlag           = 0x0004,
    00118
    00119                 // This contact needs filtering because a fixture filter was changed.
    00120                 e_filterFlag            = 0x0008,
    00121         };
    00122
    00124         void FlagForFiltering();
    00125
    00126         static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
    00127                                                 b2Shape::Type typeA, b2Shape::Type typeB);
    00128         static void InitializeRegisters();
    00129         static b2Contact* Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);
    00130         static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
    00131         static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
    00132
    00133         b2Contact() : m_fixtureA(NULL), m_fixtureB(NULL) {}
    00134         b2Contact(b2Fixture* fixtureA, b2Fixture* fixtureB);
    00135         virtual ~b2Contact() {}
    00136
    00137         void Update(b2ContactListener* listener);
    00138
    00139         static b2ContactRegister s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
    00140         static bool s_initialized;
    00141
    00142         uint32 m_flags;
    00143
    00144         // World pool and list pointers.
    00145         b2Contact* m_prev;
    00146         b2Contact* m_next;
    00147
    00148         // Nodes for connecting bodies.
    00149         b2ContactEdge m_nodeA;
    00150         b2ContactEdge m_nodeB;
    00151
    00152         b2Fixture* m_fixtureA;
    00153         b2Fixture* m_fixtureB;
    00154
    00155         b2Manifold m_manifold;
    00156
    00157         int32 m_toiCount;
    00158 //      float32 m_toi;
    00159 };
    00160
    00161 inline b2Manifold* b2Contact::GetManifold()
    00162 {
    00163         return &m_manifold;
    00164 }
    00165
    00166 inline const b2Manifold* b2Contact::GetManifold() const
    00167 {
    00168         return &m_manifold;
    00169 }
    00170
    00171 inline void b2Contact::GetWorldManifold(b2WorldManifold* worldManifold) const
    00172 {
    00173         const b2Body* bodyA = m_fixtureA->GetBody();
    00174         const b2Body* bodyB = m_fixtureB->GetBody();
    00175         const b2Shape* shapeA = m_fixtureA->GetShape();
    00176         const b2Shape* shapeB = m_fixtureB->GetShape();
    00177
    00178         worldManifold->Initialize(&m_manifold, bodyA->GetTransform(), shapeA->m_radius, bodyB->GetTransform(), shapeB->m_radius);
    00179 }
    00180
    00181 inline void b2Contact::SetEnabled(bool flag)
    00182 {
    00183         if (flag)
    00184         {
    00185                 m_flags |= e_enabledFlag;
    00186         }
    00187         else
    00188         {
    00189                 m_flags &= ~e_enabledFlag;
    00190         }
    00191 }
    00192
    00193 inline bool b2Contact::IsEnabled() const
    00194 {
    00195         return (m_flags & e_enabledFlag) == e_enabledFlag;
    00196 }
    00197
    00198 inline bool b2Contact::IsTouching() const
    00199 {
    00200         return (m_flags & e_touchingFlag) == e_touchingFlag;
    00201 }
    00202
    00203 inline b2Contact* b2Contact::GetNext()
    00204 {
    00205         return m_next;
    00206 }
    00207
    00208 inline const b2Contact* b2Contact::GetNext() const
    00209 {
    00210         return m_next;
    00211 }
    00212
    00213 inline b2Fixture* b2Contact::GetFixtureA()
    00214 {
    00215         return m_fixtureA;
    00216 }
    00217
    00218 inline const b2Fixture* b2Contact::GetFixtureA() const
    00219 {
    00220         return m_fixtureA;
    00221 }
    00222
    00223 inline b2Fixture* b2Contact::GetFixtureB()
    00224 {
    00225         return m_fixtureB;
    00226 }
    00227
    00228 inline const b2Fixture* b2Contact::GetFixtureB() const
    00229 {
    00230         return m_fixtureB;
    00231 }
    00232
    00233 inline void b2Contact::FlagForFiltering()
    00234 {
    00235         m_flags |= e_filterFlag;
    00236 }
    00237
    00238 #endif