engine/dep/include/reactphysics3d/collision/narrowphase/GJK/GJKAlgorithm.h

124 lines
4.7 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2022 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_GJK_ALGORITHM_H
#define REACTPHYSICS3D_GJK_ALGORITHM_H
// Libraries
#include <reactphysics3d/decimal.h>
#include <reactphysics3d/configuration.h>
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Declarations
struct ContactManifoldInfo;
struct NarrowPhaseInfoBatch;
class ConvexShape;
class Profiler;
class VoronoiSimplex;
template<typename T> class Array;
// Constants
constexpr decimal REL_ERROR = decimal(1.0e-3);
constexpr decimal REL_ERROR_SQUARE = REL_ERROR * REL_ERROR;
constexpr int MAX_ITERATIONS_GJK_RAYCAST = 32;
// Class GJKAlgorithm
/**
* This class implements a narrow-phase collision detection algorithm. This
* algorithm uses the ISA-GJK algorithm. This
* implementation is based on the implementation discussed in the book
* "Collision Detection in Interactive 3D Environments" by Gino van den Bergen.
* This method implements the Hybrid Technique for calculating the
* penetration depth. The two objects are enlarged with a small margin. If
* the object intersects in their margins, the penetration depth is quickly
* computed using the GJK algorithm on the original objects (without margin).
* If the original objects (without margin) intersect, we exit GJK and run
* the SAT algorithm to get contacts and collision data.
*/
class GJKAlgorithm {
private :
// -------------------- Attributes -------------------- //
#ifdef IS_RP3D_PROFILING_ENABLED
/// Pointer to the profiler
Profiler* mProfiler;
#endif
// -------------------- Methods -------------------- //
public :
enum class GJKResult {
SEPARATED, // The two shapes are separated outside the margin
COLLIDE_IN_MARGIN, // The two shapes overlap only in the margin (shallow penetration)
INTERPENETRATE // The two shapes overlap event without the margin (deep penetration)
};
// -------------------- Methods -------------------- //
/// Constructor
GJKAlgorithm() = default;
/// Destructor
~GJKAlgorithm() = default;
/// Deleted copy-constructor
GJKAlgorithm(const GJKAlgorithm& algorithm) = delete;
/// Deleted assignment operator
GJKAlgorithm& operator=(const GJKAlgorithm& algorithm) = delete;
/// Compute a contact info if the two bounding volumes collide.
void testCollision(NarrowPhaseInfoBatch& narrowPhaseInfoBatch, uint32 batchStartIndex,
uint32 batchNbItems, Array<GJKResult>& gjkResults);
#ifdef IS_RP3D_PROFILING_ENABLED
/// Set the profiler
void setProfiler(Profiler* profiler);
#endif
};
#ifdef IS_RP3D_PROFILING_ENABLED
// Set the profiler
RP3D_FORCE_INLINE void GJKAlgorithm::setProfiler(Profiler* profiler) {
mProfiler = profiler;
}
#endif
}
#endif