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#pragma once
#if ENABLE_2D_PHYSICS || DOXYGEN
#include "Runtime/Utilities/dynamic_array.h"
#include "Runtime/Scripting/Backend/ScriptingTypes.h"
#include "Runtime/Utilities/dense_hash_map.h"
#include "Runtime/Physics2D/Collider2D.h"
#include "Box2D/Box2D.h"
#include <list>
class Rigidbody2D;
class b2Contact;
// --------------------------------------------------------------------------
struct Collision2D
{
Collision2D() :
m_Rigidbody(NULL),
m_OtherRigidbody(NULL),
m_Collider(NULL),
m_OtherCollider(NULL),
m_ContactMode(ContactInvalid),
m_Flipped(false),
m_TriggerCollision(false),
m_ContactCount(0),
m_ContactReferences(0) {}
Rigidbody2D* m_Rigidbody;
Rigidbody2D* m_OtherRigidbody;
Collider2D* m_Collider;
Collider2D* m_OtherCollider;
UInt32 m_ContactCount;
UInt32 m_ContactReferences;
b2WorldManifold m_ContactManifold;
Vector2f m_RelativeVelocity;
enum ContactMode
{
ContactInvalid,
ContactAdded,
ContactRemoved,
ContactStay
};
ContactMode m_ContactMode;
bool m_Flipped;
bool m_TriggerCollision;
};
// --------------------------------------------------------------------------
#if ENABLE_SCRIPTING
struct ScriptingContactPoint2D
{
Vector2f point;
Vector2f normal;
ScriptingObjectPtr collider;
ScriptingObjectPtr otherCollider;
};
struct ScriptingCollision2D
{
ScriptingObjectPtr rigidbody;
ScriptingObjectPtr collider;
ScriptingArrayPtr contacts;
Vector2f relativeVelocity;
};
ScriptingObjectPtr ConvertCollision2DToScripting (Collision2D* input);
#endif
// --------------------------------------------------------------------------
class CollisionListener2D : public b2ContactListener
{
public:
CollisionListener2D();
// b2ContactListener interface
virtual void BeginContact(b2Contact* contact);
virtual void EndContact(b2Contact* contact);
virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
void ReportCollisions();
void InvalidateColliderCollisions(Collider2D* collider);
void DestroyColliderCollisions(Collider2D* collider);
private:
// Collision information is stored for each collider pair (the key is sorted by instance IDs so it always identifies the pair).
// In the collision information, contact points etc. are stored.
typedef std::pair<Collider2D*,Collider2D*> ColliderKey;
struct ColliderKeyHashFunctor
{
inline size_t operator()(const ColliderKey& x) const
{
UInt32 xa = x.first->GetInstanceID();
UInt32 xb = x.second->GetInstanceID();
UInt32 a = xa;
a = (a+0x7ed55d16) + (a<<12);
a = (a^0xc761c23c) ^ (a>>19);
a ^= xb;
a = (a+0x165667b1) + (a<<5);
a = (a+0xd3a2646c) ^ (a<<9);
return a;
}
};
typedef std::pair<const ColliderKey, Collision2D> ColliderKeyToCollisionPair;
typedef dense_hash_map<ColliderKey, Collision2D, ColliderKeyHashFunctor, std::equal_to<ColliderKey>, STL_ALLOCATOR(kMemSTL, ColliderKeyToCollisionPair) > ColliderMap;
private:
ColliderMap m_Collisions;
bool m_ReportingCollisions;
};
#endif
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