reactphysics3d/src/collision/CollisionDetection.h

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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. *
* *
********************************************************************************/
#ifndef COLLISION_DETECTION_H
#define COLLISION_DETECTION_H
// Libraries
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#include "../body/CollisionBody.h"
#include "broadphase/BroadPhaseAlgorithm.h"
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#include "BroadPhasePair.h"
#include "../memory/MemoryPool.h"
#include "narrowphase/GJK/GJKAlgorithm.h"
#include "narrowphase/SphereVsSphereAlgorithm.h"
#include "ContactInfo.h"
#include <vector>
#include <map>
#include <set>
#include <utility>
#include <iostream> // TODO : Delete this
// ReactPhysics3D namespace
namespace reactphysics3d {
// Declarations
class BroadPhaseAlgorithm;
class CollisionWorld;
/* -------------------------------------------------------------------
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.
-------------------------------------------------------------------
*/
class CollisionDetection {
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private :
CollisionWorld* world; // Pointer to the physics world
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std::map<bodyindexpair, BroadPhasePair*> overlappingPairs; // Broad-phase overlapping pairs of bodies
BroadPhaseAlgorithm* broadPhaseAlgorithm; // Broad-phase algorithm
GJKAlgorithm narrowPhaseGJKAlgorithm; // Narrow-phase GJK algorithm
SphereVsSphereAlgorithm narrowPhaseSphereVsSphereAlgorithm; // Narrow-phase Sphere vs Sphere algorithm
MemoryPool<ContactInfo> memoryPoolContactInfos; // Memory pool for the contact info
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MemoryPool<BroadPhasePair> memoryPoolOverlappingPairs; // Memory pool for the overlapping pairs
void computeBroadPhase(); // Compute the broad-phase collision detection
bool computeNarrowPhase(); // Compute the narrow-phase collision detection
NarrowPhaseAlgorithm& SelectNarrowPhaseAlgorithm(CollisionShape* collisionShape1,
CollisionShape* collisionShape2); // Select the narrow phase algorithm to use given two collision shapes
public :
CollisionDetection(CollisionWorld* world); // Constructor
~CollisionDetection(); // Destructor
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void addBody(CollisionBody* body); // Add a body to the collision detection
void removeBody(CollisionBody* body); // Remove a body from the collision detection
bool computeCollisionDetection(); // Compute the collision detection
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void broadPhaseNotifyAddedOverlappingPair(BodyPair* pair); // Allow the broadphase to notify the collision detection about a new overlapping pair
void broadPhaseNotifyRemovedOverlappingPair(BodyPair* pair); // Allow the broadphase to notify the collision detection about a removed overlapping pair
};
// Select the narrow-phase collision algorithm to use given two collision shapes
inline NarrowPhaseAlgorithm& CollisionDetection::SelectNarrowPhaseAlgorithm(CollisionShape* collisionShape1, CollisionShape* collisionShape2) {
// Sphere vs Sphere algorithm
if (collisionShape1->getType() == SPHERE && collisionShape2->getType() == SPHERE) {
return narrowPhaseSphereVsSphereAlgorithm;
}
else { // GJK algorithm
return narrowPhaseGJKAlgorithm;
}
}
// Add a body to the collision detection
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inline void CollisionDetection::addBody(CollisionBody* body) {
// Add the body to the broad-phase
broadPhaseAlgorithm->addObject(body, *(body->getAABB()));
}
// Remove a body from the collision detection
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inline void CollisionDetection::removeBody(CollisionBody* body) {
// Remove the body from the broad-phase
broadPhaseAlgorithm->removeObject(body);
}
} // End of the ReactPhysics3D namespace
#endif