Beispiel #1
0
void
cpSpaceAddCollisionHandler(
	cpSpace *space,
	cpCollisionType a, cpCollisionType b,
	cpCollisionBeginFunc begin,
	cpCollisionPreSolveFunc preSolve,
	cpCollisionPostSolveFunc postSolve,
	cpCollisionSeparateFunc separate,
	void *data
){
	cpAssertSpaceUnlocked(space);
	
	// Remove any old function so the new one will get added.
	cpSpaceRemoveCollisionHandler(space, a, b);
	
	cpCollisionHandler handler = {
		a, b,
		begin ? begin : alwaysCollide,
		preSolve ? preSolve : alwaysCollide,
		postSolve ? postSolve : nothing,
		separate ? separate : nothing,
		data
	};
	
	cpHashSetInsert(space->collFuncSet, CP_HASH_PAIR(a, b), &handler, NULL);
}
Beispiel #2
0
// Callback from the spatial hash.
static void
queryFunc(cpShape *a, cpShape *b, cpSpace *space)
{
	// Reject any of the simple cases
	if(queryReject(a,b)) return;
	
	cpCollisionHandler *handler = lookupCollisionHandler(space, a->collision_type, b->collision_type);
	
	cpBool sensor = a->sensor || b->sensor;
	if(sensor && handler == &cpSpaceDefaultHandler) return;
	
	// Shape 'a' should have the lower shape type. (required by cpCollideShapes() )
	if(a->klass->type > b->klass->type){
		cpShape *temp = a;
		a = b;
		b = temp;
	}
	
	// Narrow-phase collision detection.
	cpContact *contacts = cpContactBufferGetArray(space);
	int numContacts = cpCollideShapes(a, b, contacts);
	if(!numContacts) return; // Shapes are not colliding.
	cpSpacePushContacts(space, numContacts);
	
	// Get an arbiter from space->contactSet for the two shapes.
	// This is where the persistant contact magic comes from.
	cpShape *shape_pair[] = {a, b};
	cpHashValue arbHashID = CP_HASH_PAIR((size_t)a, (size_t)b);
	cpArbiter *arb = (cpArbiter *)cpHashSetInsert(space->contactSet, arbHashID, shape_pair, space);
	cpArbiterUpdate(arb, contacts, numContacts, handler, a, b);
	
	// Call the begin function first if it's the first step
	if(arb->state == cpArbiterStateFirstColl && !handler->begin(arb, space, handler->data)){
		cpArbiterIgnore(arb); // permanently ignore the collision until separation
	}
	
	if(
		// Ignore the arbiter if it has been flagged
		(arb->state != cpArbiterStateIgnore) && 
		// Call preSolve
		handler->preSolve(arb, space, handler->data) &&
		// Process, but don't add collisions for sensors.
		!sensor
	){
		cpArrayPush(space->arbiters, arb);
	} else {
		cpSpacePopContacts(space, numContacts);
		
		arb->contacts = NULL;
		arb->numContacts = 0;
		
		// Normally arbiters are set as used after calling the post-step callback.
		// However, post-step callbacks are not called for sensors or arbiters rejected from pre-solve.
		if(arb->state != cpArbiterStateIgnore) arb->state = cpArbiterStateNormal;
	}
	
	// Time stamp the arbiter so we know it was used recently.
	arb->stamp = space->stamp;
}
Beispiel #3
0
cpCollisionHandler *
cpSpaceAddWildcardHandler(cpSpace *space, cpCollisionType type)
{
	cpSpaceUseWildcardDefaultHandler(space);
	
	cpHashValue hash = CP_HASH_PAIR(type, CP_WILDCARD_COLLISION_TYPE);
	cpCollisionHandler handler = {type, CP_WILDCARD_COLLISION_TYPE, AlwaysCollide, AlwaysCollide, DoNothing, DoNothing, NULL};
	return (cpCollisionHandler*)cpHashSetInsert(space->collisionHandlers, hash, &handler, (cpHashSetTransFunc)handlerSetTrans, NULL);
}
Beispiel #4
0
void
cpSpaceAddPostStepCallback(cpSpace *space, cpPostStepFunc func, void *obj, void *data)
{
	if(!space->postStepCallbacks){
		space->postStepCallbacks = cpHashSetNew(0, (cpHashSetEqlFunc)postStepFuncSetEql, (cpHashSetTransFunc)postStepFuncSetTrans);
	}
	
	PostStepCallback callback = {func, obj, data};
	cpHashSetInsert(space->postStepCallbacks, (cpHashValue)(size_t)obj, &callback, NULL);
}
Beispiel #5
0
cpCollisionHandler *cpSpaceAddCollisionHandler(cpSpace *space, cpCollisionType a, cpCollisionType b)
{
	cpHashValue hash = CP_HASH_PAIR(a, b);
	// TODO should use space->defaultHandler values instead?
	cpCollisionHandler temp = {a, b, DefaultBegin, DefaultPreSolve, DefaultPostSolve, DefaultSeparate, NULL};
	
	cpHashSet *handlers = space->collisionHandlers;
	cpCollisionHandler *handler = cpHashSetFind(handlers, hash, &temp);
	return (handler ? handler : cpHashSetInsert(handlers, hash, &temp, (cpHashSetTransFunc)handlerSetTrans, NULL));
}
Beispiel #6
0
cpCollisionHandler *
cpSpaceAddWildcardHandler(cpSpace *space, cpCollisionType type)
{
	cpSpaceUseWildcardDefaultHandler(space);
	
	cpHashValue hash = CP_HASH_PAIR(type, CP_WILDCARD_COLLISION_TYPE);
	cpCollisionHandler temp = {type, CP_WILDCARD_COLLISION_TYPE, AlwaysCollide, AlwaysCollide, DoNothing, DoNothing, NULL};
	
	cpHashSet *handlers = space->collisionHandlers;
	cpCollisionHandler *handler = cpHashSetFind(handlers, hash, &temp);
	return (handler ? handler : cpHashSetInsert(handlers, hash, &temp, (cpHashSetTransFunc)handlerSetTrans, NULL));
}
void
cpSpaceAddCollisionPairFunc(cpSpace *space, unsigned int a, unsigned int b,
                                 cpCollFunc func, void *data)
{
	unsigned int ids[] = {a, b};
	unsigned int hash = CP_HASH_PAIR(a, b);
	// Remove any old function so the new one will get added.
	cpSpaceRemoveCollisionPairFunc(space, a, b);
		
	collFuncData funcData = {func, data};
	cpHashSetInsert(space->collFuncSet, hash, ids, &funcData);
}
Beispiel #8
0
static void
cpBBTreeInsert(cpBBTree *tree, void *obj, cpHashValue hashid)
{
	Node *leaf = (Node *)cpHashSetInsert(tree->leaves, hashid, obj, tree, (cpHashSetTransFunc)leafSetTrans);
	
	Node *root = tree->root;
	tree->root = SubtreeInsert(root, leaf, tree);
	
	leaf->STAMP = GetMasterTree(tree)->stamp;
	LeafAddPairs(leaf, tree);
	IncrementStamp(tree);
}
Beispiel #9
0
void
cpSpaceAddPostStepCallback(cpSpace *space, cpPostStepFunc func, void *obj, void *data)
{
	cpAssertWarn(space->locked,
		"Adding a post-step callback when the space is not locked is unnecessary. "
		"Post-step callbacks will not called until the end of the next call to cpSpaceStep() or the next query.");
	
	if(!space->postStepCallbacks){
		space->postStepCallbacks = cpHashSetNew(0, (cpHashSetEqlFunc)postStepFuncSetEql);
	}
	
	cpPostStepCallback callback = {func, obj, data};
	cpHashSetInsert(space->postStepCallbacks, (cpHashValue)(size_t)obj, &callback, NULL, (cpHashSetTransFunc)postStepFuncSetTrans);
}
Beispiel #10
0
void
cpSpaceActivateBody(cpSpace *space, cpBody *body)
{
	cpAssertHard(!cpBodyIsRogue(body), "Internal error: Attempting to activate a rogue body.");
		
	if(space->locked){
		// cpSpaceActivateBody() is called again once the space is unlocked
		if(!cpArrayContains(space->rousedBodies, body)) cpArrayPush(space->rousedBodies, body);
	} else {
		cpAssertSoft(body->node.root == NULL && body->node.next == NULL, "Internal error: Activating body non-NULL node pointers.");
		cpArrayPush(space->bodies, body);

		CP_BODY_FOREACH_SHAPE(body, shape){
			cpSpatialIndexRemove(space->staticShapes, shape, shape->hashid);
			cpSpatialIndexInsert(space->activeShapes, shape, shape->hashid);
		}
		
		CP_BODY_FOREACH_ARBITER(body, arb){
			cpBody *bodyA = arb->body_a;
			
			// Arbiters are shared between two bodies that are always woken up together.
			// You only want to restore the arbiter once, so bodyA is arbitrarily chosen to own the arbiter.
			// The edge case is when static bodies are involved as the static bodies never actually sleep.
			// If the static body is bodyB then all is good. If the static body is bodyA, that can easily be checked.
			if(body == bodyA || cpBodyIsStatic(bodyA)){
				int numContacts = arb->numContacts;
				cpContact *contacts = arb->contacts;
				
				// Restore contact values back to the space's contact buffer memory
				arb->contacts = cpContactBufferGetArray(space);
				memcpy(arb->contacts, contacts, numContacts*sizeof(cpContact));
				cpSpacePushContacts(space, numContacts);
				
				// Reinsert the arbiter into the arbiter cache
				cpShape *a = arb->a, *b = arb->b;
				cpShape *shape_pair[] = {a, b};
				cpHashValue arbHashID = CP_HASH_PAIR((cpHashValue)a, (cpHashValue)b);
				cpHashSetInsert(space->cachedArbiters, arbHashID, shape_pair, arb, NULL);
				
				// Update the arbiter's state
				arb->stamp = space->stamp;
				arb->handler = cpSpaceLookupHandler(space, a->collision_type, b->collision_type);
				cpArrayPush(space->arbiters, arb);
				
				cpfree(contacts);
			}
		}
Beispiel #11
0
// Callback from the spatial hash.
static void
queryFunc(cpShape *a, cpShape *b, cpSpace *space)
{
	// Reject any of the simple cases
	if(queryReject(a,b)) return;
	
	// Find the collision pair function for the shapes.
	struct{cpCollisionType a, b;} ids = {a->collision_type, b->collision_type};
	cpHashValue collHashID = CP_HASH_PAIR(a->collision_type, b->collision_type);
	cpCollisionHandler *handler = (cpCollisionHandler *)cpHashSetFind(space->collFuncSet, collHashID, &ids);
	
	int sensor = a->sensor || b->sensor;
	if(sensor && handler == &space->defaultHandler) return;
	
	// Shape 'a' should have the lower shape type. (required by cpCollideShapes() )
	if(a->klass->type > b->klass->type){
		cpShape *temp = a;
		a = b;
		b = temp;
	}
	
	// Narrow-phase collision detection.
	cpContact *contacts = NULL;
	int numContacts = cpCollideShapes(a, b, &contacts);
	if(!numContacts) return; // Shapes are not colliding.
	
	// Get an arbiter from space->contactSet for the two shapes.
	// This is where the persistant contact magic comes from.
	cpShape *shape_pair[] = {a, b};
	cpHashValue arbHashID = CP_HASH_PAIR(a, b);
	cpArbiter *arb = (cpArbiter *)cpHashSetInsert(space->contactSet, arbHashID, shape_pair, NULL);
	cpArbiterUpdate(arb, contacts, numContacts, handler, a, b); // retains the contacts array
	
	// Call the begin function first if we need to
	int beginPass = (arb->stamp >= 0) || (handler->begin(arb, space, handler->data));
	if(beginPass && handler->preSolve(arb, space, handler->data) && !sensor){
		cpArrayPush(space->arbiters, arb);
	} else {
		cpfree(arb->contacts);
		arb->contacts = NULL;
	}
	
	// Time stamp the arbiter so we know it was used recently.
	arb->stamp = space->stamp;
}
Beispiel #12
0
void
cpSpaceActivateBody(cpSpace *space, cpBody *body)
{
	cpAssertHard(!cpBodyIsRogue(body), "Internal error: Attempting to activate a rouge body.");
	
	if(space->locked){
		// cpSpaceActivateBody() is called again once the space is unlocked
		if(!cpArrayContains(space->rousedBodies, body)) cpArrayPush(space->rousedBodies, body);
	} else {
		cpArrayPush(space->bodies, body);

		CP_BODY_FOREACH_SHAPE(body, shape){
			cpSpatialIndexRemove(space->staticShapes, shape, shape->hashid);
			cpSpatialIndexInsert(space->activeShapes, shape, shape->hashid);
		}
		
		CP_BODY_FOREACH_ARBITER(body, arb){
			cpBody *bodyA = arb->body_a;
			if(body == bodyA || cpBodyIsStatic(bodyA)){
				int numContacts = arb->numContacts;
				cpContact *contacts = arb->contacts;
				
				// Restore contact values back to the space's contact buffer memory
				arb->contacts = cpContactBufferGetArray(space);
				memcpy(arb->contacts, contacts, numContacts*sizeof(cpContact));
				cpSpacePushContacts(space, numContacts);
				
				// Reinsert the arbiter into the arbiter cache
				cpShape *a = arb->a, *b = arb->b;
				cpShape *shape_pair[] = {a, b};
				cpHashValue arbHashID = CP_HASH_PAIR((cpHashValue)a, (cpHashValue)b);
				cpHashSetInsert(space->cachedArbiters, arbHashID, shape_pair, arb, NULL);
				
				// Update the arbiter's state
				arb->stamp = space->stamp;
				arb->handler = cpSpaceLookupHandler(space, a->collision_type, b->collision_type);
				cpArrayPush(space->arbiters, arb);
				
				cpfree(contacts);
			}
		}
Beispiel #13
0
void
cpSpaceAddPostStepCallback(cpSpace *space, cpPostStepFunc func, void *obj, void *data)
{
	postStepCallback callback = {func, obj, data};
	cpHashSetInsert(space->postStepCallbacks, (cpHashValue)(size_t)obj, &callback, NULL);
}
Beispiel #14
0
// Callback from the spatial hash.
static void
queryFunc(cpShape *a, cpShape *b, cpSpace *space)
{
	// Reject any of the simple cases
	if(queryReject(a,b)) return;
	
	// Find the collision pair function for the shapes.
	struct{cpCollisionType a, b;} ids = {a->collision_type, b->collision_type};
	cpHashValue collHashID = CP_HASH_PAIR(a->collision_type, b->collision_type);
	cpCollisionHandler *handler = (cpCollisionHandler *)cpHashSetFind(space->collFuncSet, collHashID, &ids);
	
	int sensor = a->sensor || b->sensor;
	if(sensor && handler == &space->defaultHandler) return;
	
	// Shape 'a' should have the lower shape type. (required by cpCollideShapes() )
	if(a->klass->type > b->klass->type){
		cpShape *temp = a;
		a = b;
		b = temp;
	}
	
	if(space->contactBuffersHead->numContacts + CP_MAX_CONTACTS_PER_ARBITER > CP_CONTACTS_BUFFER_SIZE){
		// contact buffer could overflow on the next collision, push a fresh one.
		cpSpacePushNewContactBuffer(space);
	}
	
	// Narrow-phase collision detection.
	cpContact *contacts = ((cpContactBuffer *)(space->contactBuffersHead))->contacts + space->contactBuffersHead->numContacts;
	int numContacts = cpCollideShapes(a, b, contacts);
	if(!numContacts) return; // Shapes are not colliding.
	space->contactBuffersHead->numContacts += numContacts;
	
	// Get an arbiter from space->contactSet for the two shapes.
	// This is where the persistant contact magic comes from.
	cpShape *shape_pair[] = {a, b};
	cpHashValue arbHashID = CP_HASH_PAIR((size_t)a, (size_t)b);
	cpArbiter *arb = (cpArbiter *)cpHashSetInsert(space->contactSet, arbHashID, shape_pair, space);
	cpArbiterUpdate(arb, contacts, numContacts, handler, a, b); // retains the contacts array
	
	// Call the begin function first if it's the first step
	if(arb->stamp == -1 && !handler->begin(arb, space, handler->data)){
		cpArbiterIgnore(arb); // permanently ignore the collision until separation
	}
	
	if(
		// Ignore the arbiter if it has been flagged
		(arb->state != cpArbiterStateIgnore) && 
		// Call preSolve
		handler->preSolve(arb, space, handler->data) &&
		// Process, but don't add collisions for sensors.
		!sensor
	){
		cpArrayPush(space->arbiters, arb);
	} else {
//		cpfree(arb->contacts);
		space->contactBuffersHead->numContacts -= numContacts;
		arb->contacts = NULL;
		arb->numContacts = 0;
	}
	
	// Time stamp the arbiter so we know it was used recently.
	arb->stamp = space->stamp;
}
Beispiel #15
0
cpCollisionHandler *cpSpaceAddCollisionHandler(cpSpace *space, cpCollisionType a, cpCollisionType b)
{
	cpHashValue hash = CP_HASH_PAIR(a, b);
	cpCollisionHandler handler = {a, b, DefaultBegin, DefaultPreSolve, DefaultPostSolve, DefaultSeparate, NULL};
	return (cpCollisionHandler*)cpHashSetInsert(space->collisionHandlers, hash, &handler, (cpHashSetTransFunc)handlerSetTrans, NULL);
}
// Callback from the spatial hash.
// TODO: Refactor this into separate functions?
static int
queryFunc(void *p1, void *p2, void *data)
{
	// Cast the generic pointers from the spatial hash back to usefull types
	cpShape *a = (cpShape *)p1;
	cpShape *b = (cpShape *)p2;
	cpSpace *space = (cpSpace *)data;
	
	// Reject any of the simple cases
	if(queryReject(a,b)) return 0;
	
	// Shape 'a' should have the lower shape type. (required by cpCollideShapes() )
	if(a->klass->type > b->klass->type){
		cpShape *temp = a;
		a = b;
		b = temp;
	}
	
	// Find the collision pair function for the shapes.
	unsigned int ids[] = {a->collision_type, b->collision_type};
	unsigned int hash = CP_HASH_PAIR(a->collision_type, b->collision_type);
	cpCollPairFunc *pairFunc = (cpCollPairFunc *)cpHashSetFind(space->collFuncSet, hash, ids);
	if(!pairFunc->func) return 0; // A NULL pair function means don't collide at all.
	
	// Narrow-phase collision detection.
	cpContact *contacts = NULL;
	int numContacts = cpCollideShapes(a, b, &contacts);
	if(!numContacts) return 0; // Shapes are not colliding.
	
	// The collision pair function requires objects to be ordered by their collision types.
	cpShape *pair_a = a;
	cpShape *pair_b = b;
	cpFloat normal_coef = 1.0f;
	
	// Swap them if necessary.
	if(pair_a->collision_type != pairFunc->a){
		cpShape *temp = pair_a;
		pair_a = pair_b;
		pair_b = temp;
		normal_coef = -1.0f;
	}
	
	if(pairFunc->func(pair_a, pair_b, contacts, numContacts, normal_coef, pairFunc->data)){
		// The collision pair function OKed the collision. Record the contact information.
		
		// Get an arbiter from space->contactSet for the two shapes.
		// This is where the persistant contact magic comes from.
		cpShape *shape_pair[] = {a, b};
		cpArbiter *arb = (cpArbiter *)cpHashSetInsert(space->contactSet, CP_HASH_PAIR(a, b), shape_pair, space);
		
		// Timestamp the arbiter.
		arb->stamp = space->stamp;
		arb->a = a; arb->b = b; // TODO: Investigate why this is still necessary?
		// Inject the new contact points into the arbiter.
		cpArbiterInject(arb, contacts, numContacts);
		
		// Add the arbiter to the list of active arbiters.
		cpArrayPush(space->arbiters, arb);
		
		return numContacts;
	} else {
		// The collision pair function rejected the collision.
		
		free(contacts);
		return 0;
	}
}
void
cpSpaceHashInsert(cpSpaceHash *hash, void *obj, cpHashValue hashid, cpBB bb)
{
	cpHandle *hand = (cpHandle *)cpHashSetInsert(hash->handleSet, hashid, obj, hash);
	hashHandle(hash, hand, bb);
}
static void
cpSpaceHashInsert(cpSpaceHash *hash, void *obj, cpHashValue hashid)
{
	cpHandle *hand = (cpHandle *)cpHashSetInsert(hash->handleSet, hashid, obj, hash, (cpHashSetTransFunc)handleSetTrans);
	hashHandle(hash, hand, hash->spatialIndex.bbfunc(obj));
}
Beispiel #19
0
void
cpSpaceHashInsert(cpSpaceHash *hash, void *obj, unsigned int id, cpBB bb)
{
	cpHandle *hand = (cpHandle *)cpHashSetInsert(hash->handleSet, id, obj, NULL);
	hashHandle(hash, hand, bb);
}