git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@186 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -58,6 +58,8 @@ void CollisionDetection::computeCollisionContacts() {
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bool CollisionDetection::computeCollisionDetection(CollisionWorld* collisionWorld, const Time& timeMax, Time& timeFirst, Time& timeLast) {
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bool CollisionDetection::computeCollisionDetection(CollisionWorld* collisionWorld, const Time& timeMax, Time& timeFirst, Time& timeLast) {
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bool existsCollision = false; // True if a collision is found in the time interval [0, timeMax]
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bool existsCollision = false; // True if a collision is found in the time interval [0, timeMax]
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Time timeFirstTemp; // Temporary timeFirst value
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Time timeLastTemp; // Temporary timeLast value
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// For each pair of bodies in the collisionWorld
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// For each pair of bodies in the collisionWorld
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for(std::vector<Body*>::const_iterator it1 = collisionWorld->getBodyListStartIterator(); it1 != collisionWorld->getBodyListEndIterator(); ++it1) {
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for(std::vector<Body*>::const_iterator it1 = collisionWorld->getBodyListStartIterator(); it1 != collisionWorld->getBodyListEndIterator(); ++it1) {
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@ -79,12 +81,30 @@ bool CollisionDetection::computeCollisionDetection(CollisionWorld* collisionWorl
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Vector3D velocity2 = rigidBody2->getInterpolatedState().getLinearVelocity();
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Vector3D velocity2 = rigidBody2->getInterpolatedState().getLinearVelocity();
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// Use the narrow-phase algorithm to check if the two bodies really collide
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// Use the narrow-phase algorithm to check if the two bodies really collide
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if(narrowPhaseAlgorithm->testCollision(&obb1, &obb2, &contact, velocity1, velocity2, timeMax, timeFirst, timeLast)) {
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if(narrowPhaseAlgorithm->testCollision(&obb1, &obb2, &contact, velocity1, velocity2, timeMax, timeFirstTemp, timeLastTemp)) {
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assert(contact != 0);
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assert(contact != 0);
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existsCollision = true;
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existsCollision = true;
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// Check if the collision time is the first collision between all bodies
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if (timeFirstTemp < timeFirst) {
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// Update the first collision time between all bodies
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timeFirst.setValue(timeFirstTemp.getValue());
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timeLast.setValue(timeLastTemp.getValue());
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// Add the new collision contact into the collision world
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// Add the new collision contact into the collision world
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collisionWorld->addConstraint(contact);
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collisionWorld->addConstraint(contact);
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// TODO : Here we add some contacts to the collisionWorld when we
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// found a new timeFirst value. But each time we found a new timeFirst
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// value, the contacts that have been added before have to be deleted.
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// Therefore, we have to find a way to do that. For instance, we can
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// associate a contactTime value at each contact and delete all contacts
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// that are no the first contact between all bodies.
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}
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else {
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// Delete the contact
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delete contact;
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}
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}
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}
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}
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}
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}
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}
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