reactphysics3d/src/engine/CollisionWorld.cpp

190 lines
6.7 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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 "CollisionWorld.h"
#include <algorithm>
// Namespaces
using namespace reactphysics3d;
using namespace std;
// Constructor
CollisionWorld::CollisionWorld()
: mSingleFrameAllocator(SIZE_SINGLE_FRAME_ALLOCATOR_BYTES),
mCollisionDetection(this, mPoolAllocator, mSingleFrameAllocator), mCurrentBodyID(0),
mEventListener(nullptr) {
#ifdef IS_PROFILING_ACTIVE
// Set the profiler
mCollisionDetection.setProfiler(&mProfiler);
#endif
}
// Destructor
CollisionWorld::~CollisionWorld() {
// Destroy all the collision bodies that have not been removed
std::set<CollisionBody*>::iterator itBodies;
for (itBodies = mBodies.begin(); itBodies != mBodies.end(); ) {
std::set<CollisionBody*>::iterator itToRemove = itBodies;
++itBodies;
destroyCollisionBody(*itToRemove);
}
assert(mBodies.empty());
}
// Create a collision body and add it to the world
/**
* @param transform Transformation mapping the local-space of the body to world-space
* @return A pointer to the body that has been created in the world
*/
CollisionBody* CollisionWorld::createCollisionBody(const Transform& transform) {
// Get the next available body ID
bodyindex bodyID = computeNextAvailableBodyID();
// Largest index cannot be used (it is used for invalid index)
assert(bodyID < std::numeric_limits<reactphysics3d::bodyindex>::max());
// Create the collision body
CollisionBody* collisionBody = new (mPoolAllocator.allocate(sizeof(CollisionBody)))
CollisionBody(transform, *this, bodyID);
assert(collisionBody != nullptr);
// Add the collision body to the world
mBodies.insert(collisionBody);
#ifdef IS_PROFILING_ACTIVE
collisionBody->setProfiler(&mProfiler);
#endif
// Return the pointer to the rigid body
return collisionBody;
}
// Destroy a collision body
/**
* @param collisionBody Pointer to the body to destroy
*/
void CollisionWorld::destroyCollisionBody(CollisionBody* collisionBody) {
// Remove all the collision shapes of the body
collisionBody->removeAllCollisionShapes();
// Add the body ID to the list of free IDs
mFreeBodiesIDs.push_back(collisionBody->getID());
// Call the destructor of the collision body
collisionBody->~CollisionBody();
// Remove the collision body from the list of bodies
mBodies.erase(collisionBody);
// Free the object from the memory allocator
mPoolAllocator.release(collisionBody, sizeof(CollisionBody));
}
// Return the next available body ID
bodyindex CollisionWorld::computeNextAvailableBodyID() {
// Compute the body ID
bodyindex bodyID;
if (!mFreeBodiesIDs.empty()) {
bodyID = mFreeBodiesIDs.back();
mFreeBodiesIDs.pop_back();
}
else {
bodyID = mCurrentBodyID;
mCurrentBodyID++;
}
return bodyID;
}
// Reset all the contact manifolds linked list of each body
void CollisionWorld::resetContactManifoldListsOfBodies() {
// For each rigid body of the world
for (std::set<CollisionBody*>::iterator it = mBodies.begin(); it != mBodies.end(); ++it) {
// Reset the contact manifold list of the body
(*it)->resetContactManifoldsList();
}
}
// Test if the AABBs of two bodies overlap
/**
* @param body1 Pointer to the first body to test
* @param body2 Pointer to the second body to test
* @return True if the AABBs of the two bodies overlap and false otherwise
*/
bool CollisionWorld::testAABBOverlap(const CollisionBody* body1,
const CollisionBody* body2) const {
// If one of the body is not active, we return no overlap
if (!body1->isActive() || !body2->isActive()) return false;
// Compute the AABBs of both bodies
AABB body1AABB = body1->getAABB();
AABB body2AABB = body2->getAABB();
// Return true if the two AABBs overlap
return body1AABB.testCollision(body2AABB);
}
// Report all the bodies that overlap with the aabb in parameter
/**
* @param aabb AABB used to test for overlap
* @param overlapCallback Pointer to the callback class to report overlap
* @param categoryMaskBits bits mask used to filter the bodies to test overlap with
*/
inline void CollisionWorld::testAABBOverlap(const AABB& aabb, OverlapCallback* overlapCallback, unsigned short categoryMaskBits) {
mCollisionDetection.testAABBOverlap(aabb, overlapCallback, categoryMaskBits);
}
// Return true if two bodies overlap
bool CollisionWorld::testOverlap(CollisionBody* body1, CollisionBody* body2) {
return mCollisionDetection.testOverlap(body1, body2);
}
// Return the current world-space AABB of given proxy shape
AABB CollisionWorld::getWorldAABB(const ProxyShape* proxyShape) const {
if (proxyShape->mBroadPhaseID == -1) {
return AABB();
}
return mCollisionDetection.getWorldAABB(proxyShape);
}