reactphysics3d/src/collision/broadphase/SweepAndPruneAlgorithm.cpp
2011-11-14 22:01:50 +00:00

146 lines
6.7 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 "SweepAndPruneAlgorithm.h"
#include "../CollisionDetection.h"
#include <algorithm>
// Namespaces
using namespace reactphysics3d;
using namespace std;
// Initialize the static attributes
unsigned short int SweepAndPruneAlgorithm::sortAxis = 0;
// Constructor
SweepAndPruneAlgorithm::SweepAndPruneAlgorithm(CollisionDetection& collisionDetection)
:BroadPhaseAlgorithm(collisionDetection) {
}
// Destructor
SweepAndPruneAlgorithm::~SweepAndPruneAlgorithm() {
}
// Notify the broad-phase algorithm about new bodies in the physics world
// This method removes the AABB representation of a given set of bodies from the sortedAABBs set
void SweepAndPruneAlgorithm::notifyRemovedBodies(vector<RigidBody*> bodies) {
vector<const AABB*>::iterator elemToRemove;
const AABB* aabb;
// Removed the AABB of the bodies that have been removed
for (vector<RigidBody*>::iterator it = bodies.begin(); it != bodies.end(); ++it) {
aabb = (*it)->getAABB();
assert(aabb);
elemToRemove = find(sortedAABBs.begin(), sortedAABBs.end(), aabb);
assert((*elemToRemove) == aabb);
sortedAABBs.erase(elemToRemove);
}
}
// Notify the broad-phase algorithm about new bodies in the physics world
// This method adds the AABB representation of a given body in the sortedAABBs set
void SweepAndPruneAlgorithm::notifyAddedBodies(vector<RigidBody*> bodies) {
const AABB* aabb;
for (vector<RigidBody*>::iterator it = bodies.begin(); it != bodies.end(); ++it) {
aabb = 0;
aabb = (*it)->getAABB();
assert(aabb);
sortedAABBs.push_back(aabb);
}
}
// This method computes the possible collision pairs of bodies and notify
// the collision detection object about overlapping pairs using the
// broadPhaseNotifyOverlappingPair() method from the CollisionDetection class
void SweepAndPruneAlgorithm::computePossibleCollisionPairs() {
double variance[3]; // Variance of the distribution of the AABBs on the three x, y and z axis
double esperance[] = {0.0, 0.0, 0.0}; // Esperance of the distribution of the AABBs on the three x, y and z axis
double esperanceSquare[] = {0.0, 0.0, 0.0}; // Esperance of the square of the distribution values of the AABBs on the three x, y and z axis
vector<const AABB*>::iterator it; // Iterator on the sortedAABBs set
vector<const AABB*>::iterator it2; // Second iterator
Vector3 center3D; // Center of the current AABB
double center[3]; // Coordinates of the center of the current AABB
int i;
const Body* body; // Body pointer on the body corresponding to an AABB
uint nbAABBs = sortedAABBs.size(); // Number of AABBs
// Sort the set of AABBs
sort(sortedAABBs.begin(), sortedAABBs.end(), compareAABBs);
// Sweep the sorted set of AABBs
for (vector<const AABB*>::iterator it = sortedAABBs.begin(); it != sortedAABBs.end(); ++it) {
// If the collision of the AABB's corresponding body is disabled
if (!(*it)->getBodyPointer()->getIsCollisionEnabled()) {
// Go to the next AABB to test
continue;
}
// Center of the current AABB
center3D = (*it)->getCenter();
center[0] = center3D.getX();
center[1] = center3D.getY();
center[2] = center3D.getZ();
// Update the esperance and esperanceSquare values to compute the variance
for (i=0; i<3; i++) {
esperance[i] += center[i];
esperanceSquare[i] += center[i] * center[i];
}
// Test collision against all possible overlapping AABBs following the current one
for (it2 = it + 1; it2 != sortedAABBs.end(); it2++) {
// Stop when the tested AABBs are beyond the end of the current AABB
if ((*it2)->getMinCoordinates()[sortAxis] > (*it)->getMaxCoordinates()[sortAxis]) {
break;
}
body = (*it2)->getBodyPointer();
// Test if both AABBs overlap
if (body->getIsCollisionEnabled() && (*it)->testCollision(*(*it2))) {
// Notify the collision detection object about this current overlapping pair of bodies
collisionDetection.broadPhaseNotifyOverlappingPair((*it)->getBodyPointer(), (*it2)->getBodyPointer());
}
}
}
// Compute the variance of the distribution of the AABBs on the three x,y and z axis
for (i=0; i<3; i++) {
variance[i] = esperanceSquare[i] - esperance[i] * esperance[i] / nbAABBs;
}
// Update the sorted axis according to the axis with the largest variance
sortAxis = 0;
if (variance[1] > variance[0]) sortAxis = 1;
if (variance[2] > variance[sortAxis]) sortAxis = 2;
}