reactphysics3d/src/collision/CollisionDetection.cpp

183 lines
7.8 KiB
C++

/********************************************************************************
* 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 <cassert>
#include <complex>
#include <set>
#include <utility>
#include <utility>
#include <sys/time.h> // TODO : Delete this
#include <iostream> // TODO : Delete this
// 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
bool CollisionDetection::computeCollisionDetection() {
// TODO : Remove this code
timeval timeValueStart;
timeval timeValueStop;
gettimeofday(&timeValueStart, NULL);
// Compute the broad-phase collision detection
computeBroadPhase();
// TODO : Remove this code
gettimeofday(&timeValueStop, NULL);
double startTime = timeValueStart.tv_sec * 1000000.0 + (timeValueStart.tv_usec);
double stopTime = timeValueStop.tv_sec * 1000000.0 + (timeValueStop.tv_usec);
double deltaTime = stopTime - startTime;
//printf("Broadphase time : %f micro sec \n", deltaTime);
// Compute the narrow-phase collision detection
bool collisionExists = computeNarrowPhase();
// Return true if at least one contact has been found
return collisionExists;
}
// 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<CollisionBody*>::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
bool CollisionDetection::computeNarrowPhase() {
bool collisionExists = false;
map<bodyindexpair, BroadPhasePair*>::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);
collisionExists = true;
// 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);
}
}
return collisionExists;
}
// 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<map<bodyindexpair, BroadPhasePair*>::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[indexPair];
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);
}