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love.physics: clean up some internal collision processing code
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@@ -114,22 +114,6 @@ World::ContactFilter::~ContactFilter()
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bool World::ContactFilter::process(Shape *a, Shape *b)
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{
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// Handle masks, reimplemented from the manual
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int filterA[3], filterB[3];
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// [0] categoryBits
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// [1] maskBits
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// [2] groupIndex
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a->getFilterData(filterA);
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b->getFilterData(filterB);
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if (filterA[2] != 0 && // 0 is the default group, so this does not count
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filterA[2] == filterB[2]) // if they are in the same group
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return filterA[2] > 0; // Negative indexes mean you don't collide
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if ((filterA[1] & filterB[0]) == 0 ||
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(filterB[1] & filterA[0]) == 0)
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return false; // A and B aren't set to collide
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if (ref != nullptr && L != nullptr)
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{
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ref->push(L);
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@@ -138,6 +122,7 @@ bool World::ContactFilter::process(Shape *a, Shape *b)
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lua_call(L, 2, 1);
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return luax_toboolean(L, -1);
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}
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return true;
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}
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@@ -384,11 +369,24 @@ void World::PostSolve(b2Contact *contact, const b2ContactImpulse *impulse)
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bool World::ShouldCollide(b2Fixture *fixtureA, b2Fixture *fixtureB)
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{
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const b2Filter &filterA = fixtureA->GetFilterData();
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const b2Filter &filterB = fixtureB->GetFilterData();
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// From b2_world_callbacks.cpp
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// 0 is the default group index. If they're customized to be the same group,
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// allow collisions if it's positive and disallow if it's negative.
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if (filterA.groupIndex != 0 && filterA.groupIndex == filterB.groupIndex)
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return filterA.groupIndex > 0;
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if ((filterA.maskBits & filterB.categoryBits) == 0 || (filterA.categoryBits & filterB.maskBits) == 0)
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return false;
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// Shapes should be memoized, if we created them
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Shape *a = (Shape *)(fixtureA->GetUserData().pointer);
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Shape *b = (Shape *)(fixtureB->GetUserData().pointer);
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if (!a || !b)
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throw love::Exception("A Shape has escaped Memoizer!");
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return filter.process(a, b);
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}
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