reactphysics3d/src/collision/broadphase/SweepAndPruneAlgorithm.h
2013-03-02 16:26:18 +01:00

203 lines
8.2 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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. *
* *
********************************************************************************/
#ifndef SWEEP_AND_PRUNE_ALGORITHM_H
#define SWEEP_AND_PRUNE_ALGORITHM_H
// Libraries
#include "BroadPhaseAlgorithm.h"
#include "../../collision/shapes/AABB.h"
#include <map>
#include <vector>
// Namespace ReactPhysics3D
namespace reactphysics3d {
// EndPoint structure that represent an end-point of an AABB
// on one of the three x,y or z axis
struct EndPoint {
public:
bodyindex boxID; // ID of the AABB box corresponding to this end-point
bool isMin; // True if the end-point is a minimum end-point of a box
uint value; // Value (one dimension coordinate) of the end-point
// Set the values of the endpoint
void setValues(bodyindex boxID, bool isMin, uint value) {
this->boxID = boxID;
this->isMin = isMin;
this->value = value;
}
};
// Structure BoxAABB that represents an AABB in the
// Sweep-And-Prune algorithm
struct BoxAABB {
public:
bodyindex min[3]; // Index of the 3 minimum end-points of the AABB over the x,y,z axis
bodyindex max[3]; // Index of the 3 maximum end-points of the AABB over the x,y,z axis
CollisionBody* body; // Body that corresponds to the owner of the AABB
};
// Structure AABBInt
// Axis-Aligned Bounding box with integer coordinates
struct AABBInt {
public:
uint min[3]; // Minimum values on the three axis
uint max[3]; // Maximum values on the three axis
// Constructor
AABBInt(const AABB& aabb);
};
/* --------------------------------------------------------------------
Class SweepAndPruneAlgorithm :
This class implements the Sweep-And-Prune (SAP) broad-phase
collision detection algorithm. This class implements an
array-based implementation of the algorithm from Pierre Terdiman
that is described here : www.codercorner.com/SAP.pdf.
--------------------------------------------------------------------
*/
class SweepAndPruneAlgorithm : public BroadPhaseAlgorithm {
protected :
// -------------------- Attributes -------------------- //
// Invalid array index
static bodyindex INVALID_INDEX;
// Array that contains all the AABB boxes of the broad-phase
BoxAABB* mBoxes;
// Array of end-points on the three axis
EndPoint* mEndPoints[3];
// Number of AABB boxes in the broad-phase
bodyindex mNbBoxes;
// Max number of boxes in the boxes array
bodyindex mNbMaxBoxes;
// Indices that are not used by any boxes
std::vector<bodyindex> mFreeBoxIndices;
// Map a body pointer to a box index
std::map<CollisionBody*,bodyindex> mMapBodyToBoxIndex;
// -------------------- Methods -------------------- //
// Private copy-constructor
SweepAndPruneAlgorithm(const SweepAndPruneAlgorithm& algorithm);
// Private assignment operator
SweepAndPruneAlgorithm& operator=(const SweepAndPruneAlgorithm& algorithm);
// Resize the boxes and end-points arrays when it's full
void resizeArrays();
// Add an overlapping pair of AABBS
void addPair(CollisionBody* body1, CollisionBody* body2);
// Check for 1D box intersection
bool testIntersect1DSortedAABBs(const BoxAABB& box1, const AABBInt& box2,
const EndPoint* const baseEndPoint, uint axis) const;
// Check for 2D box intersection
bool testIntersect2D(const BoxAABB& box1, const BoxAABB& box2,
luint axis1, uint axis2) const;
public :
// -------------------- Methods -------------------- //
// Constructor
SweepAndPruneAlgorithm(CollisionDetection& mCollisionDetection);
// Destructor
virtual ~SweepAndPruneAlgorithm();
// Notify the broad-phase about a new object in the world
virtual void addObject(CollisionBody* body, const AABB& aabb);
// Notify the broad-phase about a object that has been removed from the world
virtual void removeObject(CollisionBody* body);
// Notify the broad-phase that the AABB of an object has changed
virtual void updateObject(CollisionBody* body, const AABB& aabb);
};
// Encode a floating value into a integer value in order to
// work with integer comparison in the Sweep-And-Prune algorithm
// because it is faster. The main issue when encoding floating
// number into integer is to keep to sorting order. This is a
// problem for negative float number. This article describes
// how to solve this issue : http://www.stereopsis.com/radix.html
inline uint encodeFloatIntoInteger(float number) {
uint intNumber = (uint&) number;
// If it's a negative number
if(intNumber & 0x80000000)
intNumber = ~intNumber;
else { // If it is a positive number
intNumber |= 0x80000000;
}
return intNumber;
}
// Check for 1D box intersection between two boxes that are sorted on the
// given axis. Therefore, only one test is necessary here. We know that the
// minimum of box1 cannot be larger that the maximum of box2 on the axis.
inline bool SweepAndPruneAlgorithm::testIntersect1DSortedAABBs(const BoxAABB& box1,
const AABBInt& box2,
const EndPoint* const endPointsArray,
uint axis) const {
return !(endPointsArray[box1.max[axis]].value < box2.min[axis]);
}
// Check for 2D box intersection. This method is used when we know
// that two boxes already overlap on one axis and when want to test
// if they also overlap on the two others axis.
inline bool SweepAndPruneAlgorithm::testIntersect2D(const BoxAABB& box1, const BoxAABB& box2,
luint axis1, uint axis2) const {
return !(box2.max[axis1] < box1.min[axis1] || box1.max[axis1] < box2.min[axis1] ||
box2.max[axis2] < box1.min[axis2] || box1.max[axis2] < box2.min[axis2]);
}
} // End of reactphysics3d namespace
#endif