reactphysics3d/sources/collision/SAPAlgorithm.h

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010 Daniel Chappuis *
*********************************************************************************
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy *
* of this software and associated documentation files (the "Software"), to deal *
* in the Software without restriction, including without limitation the rights *
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
* copies of the Software, and to permit persons to whom the Software is *
* furnished to do so, subject to the following conditions: *
* *
* The above copyright notice and this permission notice shall be included in *
* all copies or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
* THE SOFTWARE. *
********************************************************************************/
#ifndef SAPALGORITHM_H
#define SAPALGORITHM_H
// Libraries
#include "BroadPhaseAlgorithm.h"
#include "../body/AABB.h"
// Namespace ReactPhysics3D
namespace reactphysics3d {
/* --------------------------------------------------------------------
Class SAPAlgorithm :
This class implements the Sweep and Prune (SAP) broad-phase
algorithm. This algorithm uses the AABB bounding-volume of the
bodies and keep a sorted representation of the intervals of the
bodies' AABB on the three x. y and z axis. Given this sorted
representation, we can efficiently compute the set of possible
colliding pairs of bodies. At each broad-phase computation, we
should sort the AABB according to the axis (x, y or z) with the
largest variance of the AABBs positions in order that the sorted
AABB's set does not change a lot between each computations. To do
so, we compute at each time the variance of each axis and select
the axis (sortAxis) with the largest variance for the next
broad-phase computation.
--------------------------------------------------------------------
*/
class SAPAlgorithm : public BroadPhaseAlgorithm {
protected :
std::vector<const AABB*> sortedAABBs; // Sorted set of AABB of the bodies on one of the x.y or z axis
static unsigned short int sortAxis; // Current sorting axis (0 for x, 1 for y, 2 for z axis)
static bool compareAABBs(const AABB* a, const AABB* b); // Static method that compare two AABBs (in order to sort them)
void removeBodiesAABB(std::vector<Body*> bodies); // Remove the AABB representation of a given set of bodies from the sortedAABBs set
void addBodiesAABB(std::vector<Body*> bodies); // Add the AABB representation of a given set of bodies in the sortedAABBs set
public :
SAPAlgorithm(); // Constructor
virtual ~SAPAlgorithm(); // Destructor
virtual void computePossibleCollisionPairs(std::vector<Body*> addedBodies, std::vector<Body*> removedBodies,
std::vector<std::pair<const Body*, const Body* > >& possibleCollisionPairs); // Compute the possible collision pairs of bodies
};
// Static method that compare two AABBs. This method will be used to compare to AABBs
// in order to sort them with the sort() function to obtain the sortedAABBs set.
// This method must return true if the AABB "a" goes before the AABB "b". We
// consider that "a" goes before "b" if the minimum value of "a" on the current
// sorting axis (sortAxis) is smaller than the minimum value of "b" on this same
// axis.
inline bool SAPAlgorithm::compareAABBs(const AABB* a, const AABB* b) {
return (a->getMinValueOnAxis(sortAxis) < b->getMinValueOnAxis(sortAxis));
}
} // End of reactphysics3d namespace
#endif