267 lines
9.5 KiB
C++
267 lines
9.5 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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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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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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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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* *
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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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********************************************************************************/
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// Libraries
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#include "CollisionWorld.h"
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#include <algorithm>
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// Namespaces
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using namespace reactphysics3d;
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using namespace std;
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// Constructor
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CollisionWorld::CollisionWorld()
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: mCollisionDetection(this, mMemoryAllocator), mCurrentBodyID(0),
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mEventListener(nullptr) {
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}
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// Destructor
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CollisionWorld::~CollisionWorld() {
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// Destroy all the collision bodies that have not been removed
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std::set<CollisionBody*>::iterator itBodies;
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for (itBodies = mBodies.begin(); itBodies != mBodies.end(); ) {
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std::set<CollisionBody*>::iterator itToRemove = itBodies;
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++itBodies;
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destroyCollisionBody(*itToRemove);
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}
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assert(mBodies.empty());
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}
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// Create a collision body and add it to the world
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/**
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* @param transform Transformation mapping the local-space of the body to world-space
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* @return A pointer to the body that has been created in the world
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*/
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CollisionBody* CollisionWorld::createCollisionBody(const Transform& transform) {
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// Get the next available body ID
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bodyindex bodyID = computeNextAvailableBodyID();
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// Largest index cannot be used (it is used for invalid index)
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assert(bodyID < std::numeric_limits<reactphysics3d::bodyindex>::max());
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// Create the collision body
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CollisionBody* collisionBody = new (mMemoryAllocator.allocate(sizeof(CollisionBody)))
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CollisionBody(transform, *this, bodyID);
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assert(collisionBody != nullptr);
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// Add the collision body to the world
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mBodies.insert(collisionBody);
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// Return the pointer to the rigid body
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return collisionBody;
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}
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// Destroy a collision body
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/**
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* @param collisionBody Pointer to the body to destroy
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*/
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void CollisionWorld::destroyCollisionBody(CollisionBody* collisionBody) {
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// Remove all the collision shapes of the body
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collisionBody->removeAllCollisionShapes();
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// Add the body ID to the list of free IDs
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mFreeBodiesIDs.push_back(collisionBody->getID());
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// Call the destructor of the collision body
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collisionBody->~CollisionBody();
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// Remove the collision body from the list of bodies
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mBodies.erase(collisionBody);
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// Free the object from the memory allocator
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mMemoryAllocator.release(collisionBody, sizeof(CollisionBody));
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}
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// Return the next available body ID
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bodyindex CollisionWorld::computeNextAvailableBodyID() {
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// Compute the body ID
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bodyindex bodyID;
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if (!mFreeBodiesIDs.empty()) {
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bodyID = mFreeBodiesIDs.back();
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mFreeBodiesIDs.pop_back();
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}
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else {
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bodyID = mCurrentBodyID;
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mCurrentBodyID++;
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}
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return bodyID;
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}
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// Reset all the contact manifolds linked list of each body
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void CollisionWorld::resetContactManifoldListsOfBodies() {
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// For each rigid body of the world
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for (std::set<CollisionBody*>::iterator it = mBodies.begin(); it != mBodies.end(); ++it) {
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// Reset the contact manifold list of the body
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(*it)->resetContactManifoldsList();
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}
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}
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// Test if the AABBs of two bodies overlap
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/**
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* @param body1 Pointer to the first body to test
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* @param body2 Pointer to the second body to test
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* @return True if the AABBs of the two bodies overlap and false otherwise
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*/
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bool CollisionWorld::testAABBOverlap(const CollisionBody* body1,
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const CollisionBody* body2) const {
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// If one of the body is not active, we return no overlap
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if (!body1->isActive() || !body2->isActive()) return false;
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// Compute the AABBs of both bodies
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AABB body1AABB = body1->getAABB();
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AABB body2AABB = body2->getAABB();
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// Return true if the two AABBs overlap
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return body1AABB.testCollision(body2AABB);
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}
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// Test and report collisions between a given shape and all the others
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// shapes of the world.
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/**
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* @param shape Pointer to the proxy shape to test
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* @param callback Pointer to the object with the callback method
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*/
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void CollisionWorld::testCollision(const ProxyShape* shape,
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CollisionCallback* callback) {
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// Reset all the contact manifolds lists of each body
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resetContactManifoldListsOfBodies();
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// Create the sets of shapes
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std::set<uint> shapes;
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shapes.insert(shape->mBroadPhaseID);
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std::set<uint> emptySet;
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// Perform the collision detection and report contacts
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mCollisionDetection.testCollisionBetweenShapes(callback, shapes, emptySet);
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}
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// Test and report collisions between two given shapes
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/**
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* @param shape1 Pointer to the first proxy shape to test
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* @param shape2 Pointer to the second proxy shape to test
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* @param callback Pointer to the object with the callback method
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*/
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void CollisionWorld::testCollision(const ProxyShape* shape1,
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const ProxyShape* shape2,
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CollisionCallback* callback) {
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// Reset all the contact manifolds lists of each body
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resetContactManifoldListsOfBodies();
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// Create the sets of shapes
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std::set<uint> shapes1;
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shapes1.insert(shape1->mBroadPhaseID);
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std::set<uint> shapes2;
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shapes2.insert(shape2->mBroadPhaseID);
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// Perform the collision detection and report contacts
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mCollisionDetection.testCollisionBetweenShapes(callback, shapes1, shapes2);
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}
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// Test and report collisions between a body and all the others bodies of the
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// world
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/**
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* @param body Pointer to the first body to test
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* @param callback Pointer to the object with the callback method
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*/
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void CollisionWorld::testCollision(const CollisionBody* body,
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CollisionCallback* callback) {
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// Reset all the contact manifolds lists of each body
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resetContactManifoldListsOfBodies();
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// Create the sets of shapes
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std::set<uint> shapes1;
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// For each shape of the body
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for (const ProxyShape* shape=body->getProxyShapesList(); shape != nullptr;
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shape = shape->getNext()) {
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shapes1.insert(shape->mBroadPhaseID);
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}
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std::set<uint> emptySet;
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// Perform the collision detection and report contacts
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mCollisionDetection.testCollisionBetweenShapes(callback, shapes1, emptySet);
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}
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// Test and report collisions between two bodies
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/**
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* @param body1 Pointer to the first body to test
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* @param body2 Pointer to the second body to test
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* @param callback Pointer to the object with the callback method
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*/
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void CollisionWorld::testCollision(const CollisionBody* body1,
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const CollisionBody* body2,
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CollisionCallback* callback) {
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// Reset all the contact manifolds lists of each body
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resetContactManifoldListsOfBodies();
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// Create the sets of shapes
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std::set<uint> shapes1;
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for (const ProxyShape* shape=body1->getProxyShapesList(); shape != nullptr;
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shape = shape->getNext()) {
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shapes1.insert(shape->mBroadPhaseID);
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}
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std::set<uint> shapes2;
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for (const ProxyShape* shape=body2->getProxyShapesList(); shape != nullptr;
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shape = shape->getNext()) {
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shapes2.insert(shape->mBroadPhaseID);
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}
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// Perform the collision detection and report contacts
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mCollisionDetection.testCollisionBetweenShapes(callback, shapes1, shapes2);
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}
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// Test and report collisions between all shapes of the world
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/**
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* @param callback Pointer to the object with the callback method
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*/
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void CollisionWorld::testCollision(CollisionCallback* callback) {
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// Reset all the contact manifolds lists of each body
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resetContactManifoldListsOfBodies();
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std::set<uint> emptySet;
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// Perform the collision detection and report contacts
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mCollisionDetection.testCollisionBetweenShapes(callback, emptySet, emptySet);
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}
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