reactphysics3d/src/collision/broadphase/SweepAndPruneAlgorithm.h

246 lines
9.1 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 REACTPHYSICS3D_SWEEP_AND_PRUNE_ALGORITHM_H
#define REACTPHYSICS3D_SWEEP_AND_PRUNE_ALGORITHM_H
// Libraries
#include "BroadPhaseAlgorithm.h"
#include "../../collision/shapes/AABB.h"
#include <map>
#include <vector>
#include <list>
/// Namespace ReactPhysics3D
namespace reactphysics3d {
// Structure EndPoint
/**
* EndPoint structure that represent an end-point of an AABB
* on one of the three x,y or z axis.
*/
struct EndPoint {
public:
/// ID of the AABB box corresponding to this end-point
bodyindex boxID;
/// True if the end-point is a minimum end-point of a box
bool isMin;
/// Value (one dimension coordinate) of the end-point
uint value;
/// 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
/**
* This structure represents an AABB in the Sweep-And-Prune algorithm
*/
struct BoxAABB {
public:
/// Index of the 3 minimum end-points of the AABB over the x,y,z axis
bodyindex min[3];
/// Index of the 3 maximum end-points of the AABB over the x,y,z axis
bodyindex max[3];
/// Body that corresponds to the owner of the AABB
CollisionBody* body;
};
// Structure AABBInt
/**
* Axis-Aligned Bounding box with integer coordinates.
*/
struct AABBInt {
public:
/// Minimum values on the three axis
uint min[3];
/// Maximum values on the three axis
uint max[3];
/// Constructor that takes an AABB as input
AABBInt(const AABB& aabb);
/// Constructor that set all the axis with an minimum and maximum value
AABBInt(uint minValue, uint maxValue);
};
// 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 :
// -------------------- Constants -------------------- //
/// Invalid array index
const static bodyindex INVALID_INDEX;
/// Number of sentinel end-points in the array of a given axis
const static luint NB_SENTINELS;
// -------------------- Attributes -------------------- //
/// 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::list<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();
/// Shrink the boxes and end-points arrays when too much memory is allocated
void shrinkArrays();
/// Add an overlapping pair of AABBS
void addPair(CollisionBody* body1, CollisionBody* body2);
/// Check for 1D box intersection between two boxes that are sorted on the given axis.
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;
/// Notify the broad-phase that the AABB of an object has changed.
void updateObjectIntegerAABB(CollisionBody* body, const AABBInt& aabbInt);
public :
// -------------------- Methods -------------------- //
/// Constructor
SweepAndPruneAlgorithm(CollisionDetection& mCollisionDetection);
/// Destructor
virtual ~SweepAndPruneAlgorithm();
/// Notify the broad-phase about a new object in the world.
virtual void addProxyCollisionShape(CollisionBody* body, const AABB& aabb);
/// Notify the broad-phase about a object that has been removed from the world
virtual void removeProxyCollisionShape(CollisionBody* body);
/// Notify the broad-phase that the AABB of an object has changed
virtual void updateProxyCollisionShape(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]);
}
// Notify the broad-phase that the AABB of an object has changed
inline void SweepAndPruneAlgorithm::updateProxyCollisionShape(CollisionBody* body, const AABB& aabb) {
// Compute the corresponding AABB with integer coordinates
AABBInt aabbInt(aabb);
// Call the update object method that uses an AABB with integer coordinates
updateObjectIntegerAABB(body, aabbInt);
}
}
#endif