reactphysics3d/src/collision/CollisionDetection.h

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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 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_COLLISION_DETECTION_H
#define REACTPHYSICS3D_COLLISION_DETECTION_H
// Libraries
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#include "body/CollisionBody.h"
#include "broadphase/BroadPhaseAlgorithm.h"
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#include "engine/OverlappingPair.h"
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#include "engine/EventListener.h"
#include "narrowphase/DefaultCollisionDispatch.h"
#include "memory/PoolAllocator.h"
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#include "memory/SingleFrameAllocator.h"
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#include "constraint/ContactPoint.h"
#include <vector>
#include <set>
#include <utility>
#include <map>
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Declarations
class BroadPhaseAlgorithm;
class CollisionWorld;
class CollisionCallback;
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class OverlapCallback;
// Class CollisionDetection
/**
* This class computes the collision detection algorithms. We first
* perform a broad-phase algorithm to know which pairs of bodies can
* collide and then we run a narrow-phase algorithm to compute the
* collision contacts between bodies.
*/
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class CollisionDetection {
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private :
// -------------------- Attributes -------------------- //
/// Collision Detection Dispatch configuration
CollisionDispatch* mCollisionDispatch;
/// Default collision dispatch configuration
DefaultCollisionDispatch mDefaultCollisionDispatch;
/// Collision detection matrix (algorithms to use)
NarrowPhaseAlgorithm* mCollisionMatrix[NB_COLLISION_SHAPE_TYPES][NB_COLLISION_SHAPE_TYPES];
/// Reference to the memory allocator
PoolAllocator& mMemoryAllocator;
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/// Reference to the single frame memory allocator
SingleFrameAllocator& mSingleFrameAllocator;
/// Pointer to the physics world
CollisionWorld* mWorld;
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/// Pointer to the first narrow-phase info of the linked list
NarrowPhaseInfo* mNarrowPhaseInfoList;
/// Broad-phase overlapping pairs
std::map<overlappingpairid, OverlappingPair*> mOverlappingPairs;
/// Overlapping pairs in contact (during the current Narrow-phase collision detection)
std::map<overlappingpairid, OverlappingPair*> mContactOverlappingPairs;
/// Broad-phase algorithm
BroadPhaseAlgorithm mBroadPhaseAlgorithm;
/// Narrow-phase GJK algorithm
// TODO : Delete this
GJKAlgorithm mNarrowPhaseGJKAlgorithm;
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// TODO : Maybe delete this set (what is the purpose ?)
/// Set of pair of bodies that cannot collide between each other
std::set<bodyindexpair> mNoCollisionPairs;
/// True if some collision shapes have been added previously
bool mIsCollisionShapesAdded;
// -------------------- Methods -------------------- //
/// Compute the broad-phase collision detection
void computeBroadPhase();
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/// Compute the middle-phase collision detection
void computeMiddlePhase();
/// Compute the narrow-phase collision detection
void computeNarrowPhase();
/// Add a contact manifold to the linked list of contact manifolds of the two bodies
/// involed in the corresponding contact.
void addContactManifoldToBody(OverlappingPair* pair);
/// Delete all the contact points in the currently overlapping pairs
void clearContactPoints();
/// Fill-in the collision detection matrix
void fillInCollisionMatrix();
/// Return the corresponding narrow-phase algorithm
NarrowPhaseAlgorithm* selectNarrowPhaseAlgorithm(const CollisionShapeType& shape1Type,
const CollisionShapeType& shape2Type) const;
/// Add all the contact manifold of colliding pairs to their bodies
void addAllContactManifoldsToBodies();
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/// Compute the concave vs convex middle-phase algorithm for a given pair of bodies
void computeConvexVsConcaveMiddlePhase(OverlappingPair* pair, Allocator& allocator,
NarrowPhaseInfo** firstNarrowPhaseInfo);
/// Compute the middle-phase collision detection between two proxy shapes
NarrowPhaseInfo* computeMiddlePhaseForProxyShapes(ProxyShape* shape1, ProxyShape* shape2);
public :
// -------------------- Methods -------------------- //
/// Constructor
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CollisionDetection(CollisionWorld* world, PoolAllocator& memoryAllocator, SingleFrameAllocator& singleFrameAllocator);
/// Destructor
~CollisionDetection() = default;
/// Deleted copy-constructor
CollisionDetection(const CollisionDetection& collisionDetection) = delete;
/// Deleted assignment operator
CollisionDetection& operator=(const CollisionDetection& collisionDetection) = delete;
/// Set the collision dispatch configuration
void setCollisionDispatch(CollisionDispatch* collisionDispatch);
/// Add a proxy collision shape to the collision detection
void addProxyCollisionShape(ProxyShape* proxyShape, const AABB& aabb);
/// Remove a proxy collision shape from the collision detection
void removeProxyCollisionShape(ProxyShape* proxyShape);
/// Update a proxy collision shape (that has moved for instance)
void updateProxyCollisionShape(ProxyShape* shape, const AABB& aabb,
const Vector3& displacement = Vector3(0, 0, 0), bool forceReinsert = false);
/// Add a pair of bodies that cannot collide with each other
void addNoCollisionPair(CollisionBody* body1, CollisionBody* body2);
/// Remove a pair of bodies that cannot collide with each other
void removeNoCollisionPair(CollisionBody* body1, CollisionBody* body2);
/// Ask for a collision shape to be tested again during broad-phase.
void askForBroadPhaseCollisionCheck(ProxyShape* shape);
/// Compute the collision detection
void computeCollisionDetection();
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/// Ray casting method
void raycast(RaycastCallback* raycastCallback, const Ray& ray,
unsigned short raycastWithCategoryMaskBits) const;
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/// Report all the bodies that overlap with the aabb in parameter
void testAABBOverlap(const AABB& aabb, OverlapCallback* overlapCallback, unsigned short categoryMaskBits = 0xFFFF);
/// Return true if two bodies overlap
bool testOverlap(CollisionBody* body1, CollisionBody* body2);
/// Report all the bodies that overlap with the body in parameter
void testOverlap(CollisionBody* body, OverlapCallback* overlapCallback, unsigned short categoryMaskBits = 0xFFFF);
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/// Test and report collisions between two bodies
void testCollision(CollisionBody* body1, CollisionBody* body2, CollisionCallback* callback);
/// Test and report collisions between a body and all the others bodies of the world
void testCollision(CollisionBody* body, CollisionCallback* callback, unsigned short categoryMaskBits = 0xFFFF);
/// Test and report collisions between all shapes of the world
void testCollision(CollisionCallback* callback);
/// Allow the broadphase to notify the collision detection about an overlapping pair.
void broadPhaseNotifyOverlappingPair(ProxyShape* shape1, ProxyShape* shape2);
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/// Return a pointer to the world
CollisionWorld* getWorld();
/// Return the world event listener
EventListener* getWorldEventListener();
/// Return a reference to the world memory allocator
PoolAllocator& getWorldMemoryAllocator();
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// -------------------- Friendship -------------------- //
friend class DynamicsWorld;
friend class ConvexMeshShape;
};
// Set the collision dispatch configuration
inline void CollisionDetection::setCollisionDispatch(CollisionDispatch* collisionDispatch) {
mCollisionDispatch = collisionDispatch;
// Fill-in the collision matrix with the new algorithms to use
fillInCollisionMatrix();
}
// Add a body to the collision detection
inline void CollisionDetection::addProxyCollisionShape(ProxyShape* proxyShape,
const AABB& aabb) {
// Add the body to the broad-phase
mBroadPhaseAlgorithm.addProxyCollisionShape(proxyShape, aabb);
mIsCollisionShapesAdded = true;
}
// Add a pair of bodies that cannot collide with each other
inline void CollisionDetection::addNoCollisionPair(CollisionBody* body1,
CollisionBody* body2) {
mNoCollisionPairs.insert(OverlappingPair::computeBodiesIndexPair(body1, body2));
}
// Remove a pair of bodies that cannot collide with each other
inline void CollisionDetection::removeNoCollisionPair(CollisionBody* body1,
CollisionBody* body2) {
mNoCollisionPairs.erase(OverlappingPair::computeBodiesIndexPair(body1, body2));
}
// Ask for a collision shape to be tested again during broad-phase.
/// We simply put the shape in the list of collision shape that have moved in the
/// previous frame so that it is tested for collision again in the broad-phase.
inline void CollisionDetection::askForBroadPhaseCollisionCheck(ProxyShape* shape) {
mBroadPhaseAlgorithm.addMovedCollisionShape(shape->mBroadPhaseID);
}
// Update a proxy collision shape (that has moved for instance)
inline void CollisionDetection::updateProxyCollisionShape(ProxyShape* shape, const AABB& aabb,
const Vector3& displacement, bool forceReinsert) {
mBroadPhaseAlgorithm.updateProxyCollisionShape(shape, aabb, displacement);
}
// Return the corresponding narrow-phase algorithm
inline NarrowPhaseAlgorithm* CollisionDetection::selectNarrowPhaseAlgorithm(const CollisionShapeType& shape1Type,
const CollisionShapeType& shape2Type) const {
uint shape1Index = static_cast<unsigned int>(shape1Type);
uint shape2Index = static_cast<unsigned int>(shape2Type);
// Swap the shape types if necessary
if (shape1Index > shape2Index) {
const uint tempIndex = shape1Index;
shape1Index = shape2Index;
shape2Index = tempIndex;
}
assert(shape1Index <= shape2Index);
return mCollisionMatrix[shape1Index][shape2Index];
}
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// Ray casting method
inline void CollisionDetection::raycast(RaycastCallback* raycastCallback,
const Ray& ray,
unsigned short raycastWithCategoryMaskBits) const {
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PROFILE("CollisionDetection::raycast()");
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RaycastTest rayCastTest(raycastCallback);
// Ask the broad-phase algorithm to call the testRaycastAgainstShape()
// callback method for each proxy shape hit by the ray in the broad-phase
mBroadPhaseAlgorithm.raycast(ray, rayCastTest, raycastWithCategoryMaskBits);
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}
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// Return a pointer to the world
inline CollisionWorld* CollisionDetection::getWorld() {
return mWorld;
}
}
#endif