/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2012 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. * * * ********************************************************************************/ // Libraries #include "CollisionDetection.h" #include "../engine/CollisionWorld.h" #include "broadphase/SweepAndPruneAlgorithm.h" #include "broadphase/NoBroadPhaseAlgorithm.h" #include "../body/Body.h" #include "../collision/shapes/BoxShape.h" #include "../body/RigidBody.h" #include "../configuration.h" #include #include #include #include #include // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; using namespace std; // Constructor CollisionDetection::CollisionDetection(CollisionWorld* world) : mWorld(world), mNarrowPhaseGJKAlgorithm(mMemoryPoolContactInfos), mNarrowPhaseSphereVsSphereAlgorithm(mMemoryPoolContactInfos) { // Create the broad-phase algorithm that will be used (Sweep and Prune with AABB) mBroadPhaseAlgorithm = new SweepAndPruneAlgorithm(*this); assert(mBroadPhaseAlgorithm != NULL); } // Destructor CollisionDetection::~CollisionDetection() { // Delete the broad-phase algorithm delete mBroadPhaseAlgorithm; } // Compute the collision detection void CollisionDetection::computeCollisionDetection() { // Compute the broad-phase collision detection computeBroadPhase(); // Compute the narrow-phase collision detection computeNarrowPhase(); } // Compute the broad-phase collision detection void CollisionDetection::computeBroadPhase() { // Notify the broad-phase algorithm about the bodies that have moved since last frame for (set::iterator it = mWorld->getBodiesBeginIterator(); it != mWorld->getBodiesEndIterator(); it++) { // If the body has moved if ((*it)->getHasMoved()) { // Notify the broad-phase that the body has moved mBroadPhaseAlgorithm->updateObject(*it, (*it)->getAABB()); } } } // Compute the narrow-phase collision detection void CollisionDetection::computeNarrowPhase() { map::iterator it; // For each possible collision pair of bodies for (it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); it++) { ContactInfo* contactInfo = NULL; BroadPhasePair* pair = (*it).second; assert(pair != NULL); CollisionBody* const body1 = pair->body1; CollisionBody* const body2 = pair->body2; // Update the contact cache of the overlapping pair mWorld->updateOverlappingPair(pair); // Select the narrow phase algorithm to use according to the two collision shapes NarrowPhaseAlgorithm& narrowPhaseAlgorithm = SelectNarrowPhaseAlgorithm( body1->getCollisionShape(), body2->getCollisionShape()); // Notify the narrow-phase algorithm about the overlapping pair we are going to test narrowPhaseAlgorithm.setCurrentOverlappingPair(pair); // Use the narrow-phase collision detection algorithm to check // if there really is a collision if (narrowPhaseAlgorithm.testCollision(body1->getCollisionShape(), body1->getTransform(), body2->getCollisionShape(), body2->getTransform(), contactInfo)) { assert(contactInfo != NULL); // Notify the world about the new narrow-phase contact mWorld->notifyNewContact(pair, contactInfo); // Delete and remove the contact info from the memory pool contactInfo->ContactInfo::~ContactInfo(); mMemoryPoolContactInfos.freeObject(contactInfo); } } } // Allow the broadphase to notify the collision detection about an overlapping pair. /// This method is called by a broad-phase collision detection algorithm void CollisionDetection::broadPhaseNotifyAddedOverlappingPair(BodyPair* addedPair) { // Get the pair of body index bodyindexpair indexPair = addedPair->getBodiesIndexPair(); // Create the corresponding broad-phase pair object BroadPhasePair* broadPhasePair = new (mMemoryPoolBroadPhasePairs.allocateObject()) BroadPhasePair(addedPair->body1, addedPair->body2); assert(broadPhasePair != NULL); // Add the pair into the set of overlapping pairs (if not there yet) pair::iterator, bool> check = mOverlappingPairs.insert( make_pair(indexPair, broadPhasePair)); assert(check.second); // Notify the world about the new broad-phase overlapping pair mWorld->notifyAddedOverlappingPair(broadPhasePair); } // Allow the broadphase to notify the collision detection about a removed overlapping pair void CollisionDetection::broadPhaseNotifyRemovedOverlappingPair(BodyPair* removedPair) { // Get the pair of body index bodyindexpair indexPair = removedPair->getBodiesIndexPair(); // Get the broad-phase pair BroadPhasePair* broadPhasePair = mOverlappingPairs.find(indexPair)->second; assert(broadPhasePair != NULL); // Notify the world about the removed broad-phase pair mWorld->notifyRemovedOverlappingPair(broadPhasePair); // Remove the overlapping pair from the memory pool broadPhasePair->BroadPhasePair::~BroadPhasePair(); mMemoryPoolBroadPhasePairs.freeObject(broadPhasePair); mOverlappingPairs.erase(indexPair); }