fix macOS build (following Projucer changes made in Windows, which removed /Applications/JUCE/modules from its headers). move JUCE headers under source control, so that Windows and macOS can both build against same version of JUCE. remove AUv3 target (I think it's an iOS thing, so it will never work with this macOS fluidsynth dylib).
This commit is contained in:
293
modules/juce_box2d/box2d/Dynamics/b2ContactManager.cpp
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293
modules/juce_box2d/box2d/Dynamics/b2ContactManager.cpp
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "b2ContactManager.h"
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#include "b2Body.h"
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#include "b2Fixture.h"
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#include "b2WorldCallbacks.h"
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#include "Contacts/b2Contact.h"
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b2ContactFilter b2_defaultFilter;
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b2ContactListener b2_defaultListener;
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b2ContactManager::b2ContactManager()
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{
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m_contactList = NULL;
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m_contactCount = 0;
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m_contactFilter = &b2_defaultFilter;
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m_contactListener = &b2_defaultListener;
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m_allocator = NULL;
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}
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void b2ContactManager::Destroy(b2Contact* c)
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{
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b2Fixture* fixtureA = c->GetFixtureA();
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b2Fixture* fixtureB = c->GetFixtureB();
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b2Body* bodyA = fixtureA->GetBody();
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b2Body* bodyB = fixtureB->GetBody();
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if (m_contactListener && c->IsTouching())
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{
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m_contactListener->EndContact(c);
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}
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// Remove from the world.
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if (c->m_prev)
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{
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c->m_prev->m_next = c->m_next;
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}
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if (c->m_next)
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{
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c->m_next->m_prev = c->m_prev;
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}
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if (c == m_contactList)
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{
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m_contactList = c->m_next;
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}
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// Remove from body 1
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if (c->m_nodeA.prev)
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{
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c->m_nodeA.prev->next = c->m_nodeA.next;
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}
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if (c->m_nodeA.next)
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{
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c->m_nodeA.next->prev = c->m_nodeA.prev;
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}
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if (&c->m_nodeA == bodyA->m_contactList)
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{
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bodyA->m_contactList = c->m_nodeA.next;
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}
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// Remove from body 2
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if (c->m_nodeB.prev)
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{
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c->m_nodeB.prev->next = c->m_nodeB.next;
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}
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if (c->m_nodeB.next)
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{
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c->m_nodeB.next->prev = c->m_nodeB.prev;
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}
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if (&c->m_nodeB == bodyB->m_contactList)
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{
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bodyB->m_contactList = c->m_nodeB.next;
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}
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// Call the factory.
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b2Contact::Destroy(c, m_allocator);
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--m_contactCount;
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}
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// This is the top level collision call for the time step. Here
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// all the narrow phase collision is processed for the world
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// contact list.
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void b2ContactManager::Collide()
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{
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// Update awake contacts.
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b2Contact* c = m_contactList;
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while (c)
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{
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b2Fixture* fixtureA = c->GetFixtureA();
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b2Fixture* fixtureB = c->GetFixtureB();
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int32 indexA = c->GetChildIndexA();
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int32 indexB = c->GetChildIndexB();
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b2Body* bodyA = fixtureA->GetBody();
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b2Body* bodyB = fixtureB->GetBody();
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// Is this contact flagged for filtering?
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if (c->m_flags & b2Contact::e_filterFlag)
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{
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// Should these bodies collide?
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if (bodyB->ShouldCollide(bodyA) == false)
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{
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b2Contact* cNuke = c;
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c = cNuke->GetNext();
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Destroy(cNuke);
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continue;
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}
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// Check user filtering.
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if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
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{
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b2Contact* cNuke = c;
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c = cNuke->GetNext();
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Destroy(cNuke);
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continue;
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}
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// Clear the filtering flag.
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c->m_flags &= ~b2Contact::e_filterFlag;
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}
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bool activeA = bodyA->IsAwake() && bodyA->m_type != b2_staticBody;
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bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody;
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// At least one body must be awake and it must be dynamic or kinematic.
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if (activeA == false && activeB == false)
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{
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c = c->GetNext();
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continue;
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}
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int32 proxyIdA = fixtureA->m_proxies[indexA].proxyId;
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int32 proxyIdB = fixtureB->m_proxies[indexB].proxyId;
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bool overlap = m_broadPhase.TestOverlap(proxyIdA, proxyIdB);
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// Here we destroy contacts that cease to overlap in the broad-phase.
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if (overlap == false)
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{
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b2Contact* cNuke = c;
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c = cNuke->GetNext();
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Destroy(cNuke);
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continue;
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}
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// The contact persists.
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c->Update(m_contactListener);
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c = c->GetNext();
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}
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}
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void b2ContactManager::FindNewContacts()
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{
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m_broadPhase.UpdatePairs(this);
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}
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void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
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{
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b2FixtureProxy* proxyA = (b2FixtureProxy*)proxyUserDataA;
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b2FixtureProxy* proxyB = (b2FixtureProxy*)proxyUserDataB;
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b2Fixture* fixtureA = proxyA->fixture;
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b2Fixture* fixtureB = proxyB->fixture;
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int32 indexA = proxyA->childIndex;
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int32 indexB = proxyB->childIndex;
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b2Body* bodyA = fixtureA->GetBody();
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b2Body* bodyB = fixtureB->GetBody();
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// Are the fixtures on the same body?
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if (bodyA == bodyB)
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{
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return;
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}
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// TODO_ERIN use a hash table to remove a potential bottleneck when both
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// bodies have a lot of contacts.
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// Does a contact already exist?
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b2ContactEdge* edge = bodyB->GetContactList();
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while (edge)
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{
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if (edge->other == bodyA)
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{
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b2Fixture* fA = edge->contact->GetFixtureA();
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b2Fixture* fB = edge->contact->GetFixtureB();
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int32 iA = edge->contact->GetChildIndexA();
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int32 iB = edge->contact->GetChildIndexB();
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if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
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{
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// A contact already exists.
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return;
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}
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if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
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{
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// A contact already exists.
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return;
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}
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}
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edge = edge->next;
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}
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// Does a joint override collision? Is at least one body dynamic?
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if (bodyB->ShouldCollide(bodyA) == false)
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{
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return;
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}
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// Check user filtering.
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if (m_contactFilter && m_contactFilter->ShouldCollide(fixtureA, fixtureB) == false)
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{
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return;
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}
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// Call the factory.
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b2Contact* c = b2Contact::Create(fixtureA, indexA, fixtureB, indexB, m_allocator);
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if (c == NULL)
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{
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return;
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}
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// Contact creation may swap fixtures.
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fixtureA = c->GetFixtureA();
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fixtureB = c->GetFixtureB();
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// indexA = c->GetChildIndexA();
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// indexB = c->GetChildIndexB();
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bodyA = fixtureA->GetBody();
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bodyB = fixtureB->GetBody();
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// Insert into the world.
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c->m_prev = NULL;
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c->m_next = m_contactList;
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if (m_contactList != NULL)
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{
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m_contactList->m_prev = c;
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}
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m_contactList = c;
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// Connect to island graph.
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// Connect to body A
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c->m_nodeA.contact = c;
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c->m_nodeA.other = bodyB;
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c->m_nodeA.prev = NULL;
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c->m_nodeA.next = bodyA->m_contactList;
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if (bodyA->m_contactList != NULL)
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{
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bodyA->m_contactList->prev = &c->m_nodeA;
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}
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bodyA->m_contactList = &c->m_nodeA;
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// Connect to body B
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c->m_nodeB.contact = c;
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c->m_nodeB.other = bodyA;
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c->m_nodeB.prev = NULL;
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c->m_nodeB.next = bodyB->m_contactList;
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if (bodyB->m_contactList != NULL)
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{
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bodyB->m_contactList->prev = &c->m_nodeB;
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}
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bodyB->m_contactList = &c->m_nodeB;
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// Wake up the bodies
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bodyA->SetAwake(true);
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bodyB->SetAwake(true);
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++m_contactCount;
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}
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