reactphysics3d/src/engine/PersistentContactCache.cpp

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/********************************************************************************
* 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 "PersistentContactCache.h"
using namespace reactphysics3d;
// Constructor
PersistentContactCache::PersistentContactCache(Body* const body1, Body* const body2, MemoryPool<Contact>& memoryPoolContacts)
: mBody1(body1), mBody2(body2), mNbContacts(0), mMemoryPoolContacts(memoryPoolContacts) {
}
// Destructor
PersistentContactCache::~PersistentContactCache() {
clear();
}
// Add a contact in the cache
void PersistentContactCache::addContact(Contact* contact) {
int indexNewContact = mNbContacts;
// For contact already in the cache
for (uint i=0; i<mNbContacts; i++) {
// Check if the new point point does not correspond to a same contact point
// already in the cache. If it's the case, we do not add the new contact
if (isApproxEqual(contact->getLocalPointOnBody1(), mContacts[i]->getLocalPointOnBody1())) {
// Delete the new contact
contact->Contact::~Contact();
mMemoryPoolContacts.freeObject(contact);
return;
}
}
// If the contact cache is full
if (mNbContacts == MAX_CONTACTS_IN_CACHE) {
int indexMaxPenetration = getIndexOfDeepestPenetration(contact);
int indexToRemove = getIndexToRemove(indexMaxPenetration, contact->getLocalPointOnBody1());
removeContact(indexToRemove);
indexNewContact = indexToRemove;
}
// Add the new contact in the cache
mContacts[indexNewContact] = contact;
mNbContacts++;
}
// Remove a contact from the cache
void PersistentContactCache::removeContact(int index) {
assert(index >= 0 && index < mNbContacts);
assert(mNbContacts > 0);
// Call the destructor explicitly and tell the memory pool that
// the corresponding memory block is now free
mContacts[index]->Contact::~Contact();
mMemoryPoolContacts.freeObject(mContacts[index]);
// If we don't remove the last index
if (index < mNbContacts - 1) {
mContacts[index] = mContacts[mNbContacts - 1];
}
mNbContacts--;
}
// Update the contact cache
// First the world space coordinates of the current contacts in the cache are recomputed from
// the corresponding transforms of the bodies because they have moved. Then we remove the contacts
// with a negative penetration depth (meaning that the bodies are not penetrating anymore) and also
// the contacts with a too large distance between the contact points in the plane orthogonal to the
// contact normal
void PersistentContactCache::update(const Transform& transform1, const Transform& transform2) {
if (mNbContacts == 0) return;
// Update the world coordinates and penetration depth of the contacts in the cache
for (int i=0; i<mNbContacts; i++) {
mContacts[i]->setWorldPointOnBody1(transform1 * mContacts[i]->getLocalPointOnBody1());
mContacts[i]->setWorldPointOnBody2(transform2 * mContacts[i]->getLocalPointOnBody2());
mContacts[i]->setPenetrationDepth((mContacts[i]->getWorldPointOnBody1() - mContacts[i]->getWorldPointOnBody2()).dot(mContacts[i]->getNormal()));
}
// Remove the contacts that don't represent very well the persistent contact
for (int i=mNbContacts-1; i>=0; i--) {
assert(i>= 0 && i < mNbContacts);
// Remove the contacts with a negative penetration depth (meaning that the bodies are not penetrating anymore)
if (mContacts[i]->getPenetrationDepth() <= 0.0) {
removeContact(i);
}
else {
// Compute the distance of the two contact points in the place orthogonal to the contact normal
Vector3 projOfPoint1 = mContacts[i]->getWorldPointOnBody1() - mContacts[i]->getNormal() * mContacts[i]->getPenetrationDepth();
Vector3 projDifference = mContacts[i]->getWorldPointOnBody2() - projOfPoint1;
// If the orthogonal distance is larger than the valid distance threshold, we remove the contact
if (projDifference.lengthSquare() > PERSISTENT_CONTACT_DIST_THRESHOLD * PERSISTENT_CONTACT_DIST_THRESHOLD) {
removeContact(i);
}
}
}
}
// Return the index of the contact with the larger penetration depth. This
// corresponding contact will be kept in the cache. The method returns -1 is
// the new contact is the deepest.
int PersistentContactCache::getIndexOfDeepestPenetration(Contact* newContact) const {
assert(mNbContacts == MAX_CONTACTS_IN_CACHE);
int indexMaxPenetrationDepth = -1;
decimal maxPenetrationDepth = newContact->getPenetrationDepth();
// For each contact in the cache
for (uint i=0; i<mNbContacts; i++) {
// If the current contact has a larger penetration depth
if (mContacts[i]->getPenetrationDepth() > maxPenetrationDepth) {
maxPenetrationDepth = mContacts[i]->getPenetrationDepth();
indexMaxPenetrationDepth = i;
}
}
// Return the index of largest penetration depth
return indexMaxPenetrationDepth;
}
// Return the index that will be removed. The index of the contact with the larger penetration
// depth is given as a parameter. This contact won't be removed. Given this contact, we compute
// the different area and we want to keep the contacts with the largest area. The new point is also
// kept.
int PersistentContactCache::getIndexToRemove(int indexMaxPenetration, const Vector3& newPoint) const {
assert(mNbContacts == MAX_CONTACTS_IN_CACHE);
decimal area0 = 0.0; // Area with contact 1,2,3 and newPoint
decimal area1 = 0.0; // Area with contact 0,2,3 and newPoint
decimal area2 = 0.0; // Area with contact 0,1,3 and newPoint
decimal area3 = 0.0; // Area with contact 0,1,2 and newPoint
if (indexMaxPenetration != 0) {
// Compute the area
Vector3 vector1 = newPoint - mContacts[1]->getLocalPointOnBody1();
Vector3 vector2 = mContacts[3]->getLocalPointOnBody1() - mContacts[2]->getLocalPointOnBody1();
Vector3 crossProduct = vector1.cross(vector2);
area0 = crossProduct.lengthSquare();
}
if (indexMaxPenetration != 1) {
// Compute the area
Vector3 vector1 = newPoint - mContacts[0]->getLocalPointOnBody1();
Vector3 vector2 = mContacts[3]->getLocalPointOnBody1() - mContacts[2]->getLocalPointOnBody1();
Vector3 crossProduct = vector1.cross(vector2);
area1 = crossProduct.lengthSquare();
}
if (indexMaxPenetration != 2) {
// Compute the area
Vector3 vector1 = newPoint - mContacts[0]->getLocalPointOnBody1();
Vector3 vector2 = mContacts[3]->getLocalPointOnBody1() - mContacts[1]->getLocalPointOnBody1();
Vector3 crossProduct = vector1.cross(vector2);
area2 = crossProduct.lengthSquare();
}
if (indexMaxPenetration != 3) {
// Compute the area
Vector3 vector1 = newPoint - mContacts[0]->getLocalPointOnBody1();
Vector3 vector2 = mContacts[2]->getLocalPointOnBody1() - mContacts[1]->getLocalPointOnBody1();
Vector3 crossProduct = vector1.cross(vector2);
area3 = crossProduct.lengthSquare();
}
// Return the index of the contact to remove
return getMaxArea(area0, area1, area2, area3);
}
// Return the index of maximum area
int PersistentContactCache::getMaxArea(decimal area0, decimal area1, decimal area2, decimal area3) const {
if (area0 < area1) {
if (area1 < area2) {
if (area2 < area3) return 3;
else return 2;
}
else {
if (area1 < area3) return 3;
else return 1;
}
}
else {
if (area0 < area2) {
if (area2 < area3) return 3;
else return 2;
}
else {
if (area0 < area3) return 3;
else return 0;
}
}
}
// Clear the cache
void PersistentContactCache::clear() {
for (uint i=0; i<mNbContacts; i++) {
// Call the destructor explicitly and tell the memory pool that
// the corresponding memory block is now free
mContacts[i]->Contact::~Contact();
mMemoryPoolContacts.freeObject(mContacts[i]);
}
mNbContacts = 0;
}