git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@444 92aac97c-a6ce-11dd-a772-7fcde58d38e6
99 lines
5.8 KiB
C++
99 lines
5.8 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2011 Daniel Chappuis *
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*********************************************************************************
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy *
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* of this software and associated documentation files (the "Software"), to deal *
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* in the Software without restriction, including without limitation the rights *
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
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* copies of the Software, and to permit persons to whom the Software is *
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* furnished to do so, subject to the following conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in *
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* all copies or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
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* THE SOFTWARE. *
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********************************************************************************/
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#ifndef PERSISTENT_CONTACT_CACHE_H
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#define PERSISTENT_CONTACT_CACHE_H
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// Libraries
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#include <vector>
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#include "../body/Body.h"
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#include "../constraint/Contact.h"
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// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Constants
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const uint MAX_CONTACTS_IN_CACHE = 4; // Maximum number of contacts in the persistent cache
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/* -------------------------------------------------------------------
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Class PersistentContactCache :
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This class represents a cache of at most 4 contact points between
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two given bodies. The contacts between two bodies are added one
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after the other in the cache. When the cache is full, we have
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to remove one point. The idea is to keep the point with the deepest
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penetration depth and also to keep the points producing the larger
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area (for a more stable contact manifold). The new added point is
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always kept. This kind of persistent cache has been explained for
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instance in the presentation from Erin Catto about contact manifolds
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at the GDC 2007 conference.
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-------------------------------------------------------------------
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*/
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class PersistentContactCache {
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private:
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Body* const body1; // Pointer to the first body
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Body* const body2; // Pointer to the second body
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Contact* contacts[MAX_CONTACTS_IN_CACHE]; // Contacts in the cache
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uint nbContacts; // Number of contacts in the cache
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MemoryPool<Contact>& memoryPoolContacts; // Reference to the memory pool with the contacts
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int getMaxArea(double area0, double area1, double area2, double area3) const; // Return the index of maximum area
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int getIndexOfDeepestPenetration(Contact* newContact) const; // Return the index of the contact with the larger penetration depth
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int getIndexToRemove(int indexMaxPenetration, const Vector3& newPoint) const; // Return the index that will be removed
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void removeContact(int index); // Remove a contact from the cache
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bool isApproxEqual(const Vector3& vector1, const Vector3& vector2) const; // Return true if two vectors are approximatively equal
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public:
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PersistentContactCache(Body* const body1, Body* const body2, MemoryPool<Contact>& memoryPoolContacts); // Constructor
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~PersistentContactCache(); // Destructor
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void addContact(Contact* contact); // Add a contact
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void update(const Transform& transform1, const Transform& transform2); // Update the contact cache
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void clear(); // Clear the cache
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uint getNbContacts() const; // Return the number of contacts in the cache
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Contact* getContact(uint index) const; // Return a contact of the cache
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};
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// Return the number of contacts in the cache
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inline uint PersistentContactCache::getNbContacts() const {
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return nbContacts;
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}
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// Return a contact of the cache
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inline Contact* PersistentContactCache::getContact(uint index) const {
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assert(index >= 0 && index < nbContacts);
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return contacts[index];
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}
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// Return true if two vectors are approximatively equal
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inline bool PersistentContactCache::isApproxEqual(const Vector3& vector1, const Vector3& vector2) const {
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const double epsilon = 0.1;
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return (approxEqual(vector1.getX(), vector2.getX(), epsilon) &&
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approxEqual(vector1.getY(), vector2.getY(), epsilon) &&
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approxEqual(vector1.getZ(), vector2.getZ(), epsilon));
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}
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}
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#endif
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