love.physics: clean up some internal collision processing code

This commit is contained in:
Sasha Szpakowski
2023-10-08 14:06:55 -03:00
parent 112a09ceb7
commit 27c4569697
+14 -16
View File
@@ -114,22 +114,6 @@ World::ContactFilter::~ContactFilter()
bool World::ContactFilter::process(Shape *a, Shape *b)
{
// Handle masks, reimplemented from the manual
int filterA[3], filterB[3];
// [0] categoryBits
// [1] maskBits
// [2] groupIndex
a->getFilterData(filterA);
b->getFilterData(filterB);
if (filterA[2] != 0 && // 0 is the default group, so this does not count
filterA[2] == filterB[2]) // if they are in the same group
return filterA[2] > 0; // Negative indexes mean you don't collide
if ((filterA[1] & filterB[0]) == 0 ||
(filterB[1] & filterA[0]) == 0)
return false; // A and B aren't set to collide
if (ref != nullptr && L != nullptr)
{
ref->push(L);
@@ -138,6 +122,7 @@ bool World::ContactFilter::process(Shape *a, Shape *b)
lua_call(L, 2, 1);
return luax_toboolean(L, -1);
}
return true;
}
@@ -384,11 +369,24 @@ void World::PostSolve(b2Contact *contact, const b2ContactImpulse *impulse)
bool World::ShouldCollide(b2Fixture *fixtureA, b2Fixture *fixtureB)
{
const b2Filter &filterA = fixtureA->GetFilterData();
const b2Filter &filterB = fixtureB->GetFilterData();
// From b2_world_callbacks.cpp
// 0 is the default group index. If they're customized to be the same group,
// allow collisions if it's positive and disallow if it's negative.
if (filterA.groupIndex != 0 && filterA.groupIndex == filterB.groupIndex)
return filterA.groupIndex > 0;
if ((filterA.maskBits & filterB.categoryBits) == 0 || (filterA.categoryBits & filterB.maskBits) == 0)
return false;
// Shapes should be memoized, if we created them
Shape *a = (Shape *)(fixtureA->GetUserData().pointer);
Shape *b = (Shape *)(fixtureB->GetUserData().pointer);
if (!a || !b)
throw love::Exception("A Shape has escaped Memoizer!");
return filter.process(a, b);
}