예제 #1
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;
}
예제 #2
0
static mrb_value
arbiter_ignore(mrb_state* mrb, mrb_value self)
{
  cpArbiter* arbiter;
  cpFloat ignore;
  arbiter = mrb_cp_get_arbiter_ptr(mrb, self);
  ignore = cpArbiterIgnore(arbiter);
  return mrb_bool_value(ignore);
}
예제 #3
0
static cpBool
PreSolve(cpArbiter *arb, cpSpace *space, void *ignore)
{
	CP_ARBITER_GET_SHAPES(arb, a, b);
	OneWayPlatform *platform = (OneWayPlatform *)cpShapeGetUserData(a);
		
	if(cpvdot(cpArbiterGetNormal(arb), platform->n) < 0){
		return cpArbiterIgnore(arb);
	}
	
	return cpTrue;
}
예제 #4
0
파일: OneWay.c 프로젝트: 0w/moai-dev
static cpBool
preSolve(cpArbiter *arb, cpSpace *space, void *ignore)
{
	CP_ARBITER_GET_SHAPES(arb, a, b);
	OneWayPlatform *platform = (OneWayPlatform *)a->data;
		
	if(cpvdot(cpArbiterGetNormal(arb, 0), platform->n) < 0){
		cpArbiterIgnore(arb);
		return cpFalse;
	}
	
	return cpTrue;
}
예제 #5
0
int PhysicsWorld::collisionPreSolveCallback(PhysicsContact& contact)
{
    if (!contact.isNotificationEnabled())
    {
        cpArbiterIgnore(static_cast<cpArbiter*>(contact._contactInfo));
        return true;
    }
    
    contact.setEventCode(PhysicsContact::EventCode::PRESOLVE);
    contact.setWorld(this);
    _scene->getEventDispatcher()->dispatchEvent(&contact);
    
    return contact.resetResult();
}
int PhysicsWorld::collisionPreSolveCallback(PhysicsContact& contact)
{
    if (!contact.isNotificationEnabled())
    {
        cpArbiterIgnore(static_cast<cpArbiter*>(contact.m_pContactInfo));
        return true;
    }
    
    contact.setEventCode(PhysicsContact::EventCode::PRESOLVE);
    contact.setWorld(this);
    EventCustom event(PHYSICSCONTACT_EVENT_NAME);
    event.setUserData(&contact);
    m_pScene->getEventDispatcher()->dispatchEvent(&event);
    
    return contact.resetResult();
}
예제 #7
0
파일: carbiter.cpp 프로젝트: dogtwelve/eepp
void cArbiter::Ignore() {
	return cpArbiterIgnore( mArbiter );
}
예제 #8
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;
}
예제 #9
0
void PhysicsContactPreSolve::ignore()
{
    cpArbiterIgnore(static_cast<cpArbiter*>(_contactInfo));
}