reactphysics3d/sources/engine/ContactCache.cpp

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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. *
********************************************************************************/
// Libraries
#include "ContactCache.h"
using namespace reactphysics3d;
using namespace std;
// Constructor
ContactCache::ContactCache() {
}
// Destructor
ContactCache::~ContactCache() {
}
// Remove all the contact caching info of the cache
void ContactCache::clear() {
// Clear the cache
cache.clear();
}
// Add a new contact caching info in the cache
void ContactCache::addContactCachingInfo(ContactCachingInfo* info) {
// Check if there is already an entry for that pair of body in the cache
map<pair<Body*, Body*>, vector<ContactCachingInfo*> >::iterator entry = cache.find(make_pair(info->body1, info->body2));
if (entry != cache.end()) {
(*entry).second.push_back(info);
}
else {
// Add a new entry in the cache
vector<ContactCachingInfo*> vec;
vec.push_back(info);
cache.insert(make_pair(make_pair(info->body1, info->body2), vec));
}
}
// Return the ContactCachingInfo (if exists) corresponding to the arguments
// If the contact pair between the two bodies in argument doesn't exist this or there is no ContactCachingInfo
// compatible (with approximatively the same position), this method returns NULL.
ContactCachingInfo* ContactCache::getContactCachingInfo(Body* body1, Body* body2, const Vector3D& position) {
// Check if there is an entry for that pair of body in the cache
map<pair<Body*, Body*>, vector<ContactCachingInfo*> >::iterator entry = cache.find(make_pair(body1, body2));
if (entry != cache.end()) {
vector<ContactCachingInfo*> vec = (*entry).second;
assert((*entry).first.first == body1);
assert((*entry).first.second == body2);
double posX = position.getX();
double posY = position.getY();
double posZ = position.getZ();
// Check among all the old contacts for this pair of body if there is an approximative match for the contact position
for(vector<ContactCachingInfo*>::iterator it = vec.begin(); it != vec.end(); it++) {
Vector3D& contactPos = (*it)->position;
if (posX <= contactPos.getX() + POSITION_TOLERANCE && posX >= contactPos.getX() - POSITION_TOLERANCE &&
posY <= contactPos.getY() + POSITION_TOLERANCE && posY >= contactPos.getY() - POSITION_TOLERANCE &&
posZ <= contactPos.getZ() + POSITION_TOLERANCE && posZ >= contactPos.getZ() - POSITION_TOLERANCE) {
// Return the ContactCachingInfo
return *it;
}
}
}
else {
return 0;
}
}