Remove the PairManager class

This commit is contained in:
Daniel Chappuis 2014-11-21 21:38:17 +01:00
parent 5f7af61593
commit 5d2cf593b5
3 changed files with 0 additions and 623 deletions

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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. *
* *
********************************************************************************/
// Libraries
#include "PairManager.h"
#include "../CollisionDetection.h"
#include <cassert>
#include <cstring>
using namespace reactphysics3d;
// Initialization of static variables
bodyindex PairManager::INVALID_INDEX = std::numeric_limits<reactphysics3d::bodyindex>::max();
// Constructor of PairManager
PairManager::PairManager(CollisionDetection& collisionDetection)
: mCollisionDetection(collisionDetection) {
mHashTable = NULL;
mOverlappingPairs = NULL;
mOffsetNextPair = NULL;
mNbOverlappingPairs = 0;
mHashMask = 0;
mNbElementsHashTable = 0;
}
// Destructor of PairManager
PairManager::~PairManager() {
// Release the allocated memory
free(mOffsetNextPair);
free(mOverlappingPairs);
free(mHashTable);
}
// Add a pair of bodies in the pair manager and returns a pointer to that pair.
/// If the pair to add does not already exist in the set of
/// overlapping pairs, it will be created and if it already exists, we only
/// return a pointer to that pair.
BodyPair* PairManager::addPair(CollisionBody* body1, CollisionBody* body2) {
// Sort the bodies to have the body with smallest ID first
sortBodiesUsingID(body1, body2);
// Get the bodies IDs
bodyindex id1 = body1->getID();
bodyindex id2 = body2->getID();
// Compute the hash value of the two bodies
uint hashValue = computeHashBodies(id1, id2) & mHashMask;
// Try to find the pair in the current overlapping pairs.
BodyPair* pair = findPairWithHashValue(id1, id2, hashValue);
// If the pair is already in the set of overlapping pairs
if (pair) {
// We only return a pointer to that pair
return pair;
}
// If we need to allocate more pairs in the set of overlapping pairs
if (mNbOverlappingPairs >= mNbElementsHashTable) {
// Increase the size of the hash table (always a power of two)
mNbElementsHashTable = computeNextPowerOfTwo(mNbOverlappingPairs + 1);
// Compute the new hash mask with the new hash size
mHashMask = mNbElementsHashTable - 1;
// Reallocate more pairs
reallocatePairs();
// Compute the new hash value (using the new hash size and hash mask)
hashValue = computeHashBodies(id1, id2) & mHashMask;
}
// Create the new overlapping pair
BodyPair* newPair = &mOverlappingPairs[mNbOverlappingPairs];
newPair->body1 = body1;
newPair->body2 = body2;
// Put the new pair as the initial pair with this hash value
mOffsetNextPair[mNbOverlappingPairs] = mHashTable[hashValue];
mHashTable[hashValue] = mNbOverlappingPairs++;
// Notify the collision detection about this new overlapping pair
mCollisionDetection.broadPhaseNotifyOverlappingPair(newPair);
// Return a pointer to the new created pair
return newPair;
}
// Remove a pair of bodies from the pair manager.
/// This method returns true if the pair has been found and removed.
bool PairManager::removePair(bodyindex id1, bodyindex id2) {
// Sort the bodies IDs
sortIDs(id1, id2);
// Compute the hash value of the pair to remove
const uint hashValue = computeHashBodies(id1, id2) & mHashMask;
// Find the pair to remove
BodyPair* pair = findPairWithHashValue(id1, id2, hashValue);
// If we have not found the pair
if (pair == NULL) {
return false;
}
assert(pair->body1->getID() == id1);
assert(pair->body2->getID() == id2);
// Notify the collision detection about this removed overlapping pair
mCollisionDetection.broadPhaseNotifyRemovedOverlappingPair(pair);
// Remove the pair from the set of overlapping pairs
removePairWithHashValue(id1, id2, hashValue, computePairOffset(pair));
// Try to shrink the memory used by the pair manager
shrinkMemory();
return true;
}
// Internal method to remove a pair from the set of overlapping pair
void PairManager::removePairWithHashValue(bodyindex id1, bodyindex id2, luint hashValue,
bodyindex indexPair) {
// Get the initial offset of the pairs with
// the corresponding hash value
bodyindex offset = mHashTable[hashValue];
assert(offset != INVALID_INDEX);
// Look for the pair in the set of overlapping pairs
bodyindex previousPair = INVALID_INDEX;
while(offset != indexPair) {
previousPair = offset;
offset = mOffsetNextPair[offset];
}
// If the pair was the first one with this hash
// value in the hash table
if (previousPair == INVALID_INDEX) {
// Replace the pair to remove in the
// hash table by the next one
mHashTable[hashValue] = mOffsetNextPair[indexPair];
}
else { // If the pair was not the first one
// Replace the pair to remove in the
// hash table by the next one
assert(mOffsetNextPair[previousPair] == indexPair);
mOffsetNextPair[previousPair] = mOffsetNextPair[indexPair];
}
const bodyindex indexLastPair = mNbOverlappingPairs - 1;
// If the pair to remove is the last one in the list
if (indexPair == indexLastPair) {
// We simply decrease the number of overlapping pairs
mNbOverlappingPairs--;
}
else { // If the pair to remove is in the middle of the list
// Now, we want to move the last pair into the location that is
// now free because of the pair we want to remove
// Get the last pair
const BodyPair* lastPair = &mOverlappingPairs[indexLastPair];
const uint lastPairHashValue = computeHashBodies(lastPair->body1->getID(),
lastPair->body2->getID()) & mHashMask;
// Compute the initial offset of the last pair
bodyindex offset = mHashTable[lastPairHashValue];
assert(offset != INVALID_INDEX);
// Go through the pairs with the same hash value
// and find the offset of the last pair
bodyindex previous = INVALID_INDEX;
while(offset != indexLastPair) {
previous = offset;
offset = mOffsetNextPair[offset];
}
// If the last pair is not the first one with this hash value
if (previous != INVALID_INDEX) {
// Remove the offset of the last pair in the "nextOffset" array
assert(mOffsetNextPair[previous] == indexLastPair);
mOffsetNextPair[previous] = mOffsetNextPair[indexLastPair];
}
else { // If the last pair is the first offset with this hash value
// Remove the offset of the last pair in the "nextOffset" array
mHashTable[lastPairHashValue] = mOffsetNextPair[indexLastPair];
}
// Replace the pair to remove by the last pair in
// the overlapping pairs array
mOverlappingPairs[indexPair] = mOverlappingPairs[indexLastPair];
mOffsetNextPair[indexPair] = mHashTable[lastPairHashValue];
mHashTable[lastPairHashValue] = indexPair;
mNbOverlappingPairs--;
}
}
// Look for a pair in the set of overlapping pairs
BodyPair* PairManager::lookForAPair(bodyindex id1, bodyindex id2, luint hashValue) const {
// Look for the pair in the set of overlapping pairs
bodyindex offset = mHashTable[hashValue];
while (offset != INVALID_INDEX && isDifferentPair(mOverlappingPairs[offset], id1, id2)) {
offset = mOffsetNextPair[offset];
}
// If the pair has not been found in the overlapping pairs
if (offset == INVALID_INDEX) {
return NULL;
}
assert(offset < mNbOverlappingPairs);
// The pair has been found in the set of overlapping pairs, then
// we return a pointer to it
return &mOverlappingPairs[offset];
}
// Reallocate more pairs
void PairManager::reallocatePairs() {
// Reallocate the hash table and initialize it
free(mHashTable);
mHashTable = (bodyindex*) malloc(mNbElementsHashTable * sizeof(bodyindex));
assert(mHashTable != NULL);
for (bodyindex i=0; i<mNbElementsHashTable; i++) {
mHashTable[i] = INVALID_INDEX;
}
// Reallocate the overlapping pairs
BodyPair* newOverlappingPairs = (BodyPair*) malloc(mNbElementsHashTable * sizeof(BodyPair));
bodyindex* newOffsetNextPair = (bodyindex*) malloc(mNbElementsHashTable * sizeof(bodyindex));
assert(newOverlappingPairs != NULL);
assert(newOffsetNextPair != NULL);
// If there is already some overlapping pairs
if (mNbOverlappingPairs) {
// Copy the pairs to the new location
memcpy(newOverlappingPairs, mOverlappingPairs, mNbOverlappingPairs * sizeof(BodyPair));
}
// Recompute the hash table with the new hash values
for (bodyindex i=0; i<mNbOverlappingPairs; i++) {
const uint newHashValue = computeHashBodies(mOverlappingPairs[i].body1->getID(),
mOverlappingPairs[i].body2->getID()) & mHashMask;
newOffsetNextPair[i] = mHashTable[newHashValue];
mHashTable[newHashValue] = i;
}
// Delete the old pairs
free(mOffsetNextPair);
free(mOverlappingPairs);
// Replace by the new data
mOverlappingPairs = newOverlappingPairs;
mOffsetNextPair = newOffsetNextPair;
}

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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_PAIR_MANAGER_H
#define REACTPHYSICS3D_PAIR_MANAGER_H
// TODO : REMOVE THE PAIR MANAGER CLASS
// Libraries
#include "../../body/CollisionBody.h"
#include <utility>
/// Namespace ReactPhysics3D
namespace reactphysics3d {
// Declaration
class CollisionDetection;
// Structure BodyPair
/**
* This structure represents a pair of bodies
* during the broad-phase collision detection.
*/
struct BodyPair {
public:
/// Pointer to the first body
CollisionBody* body1;
/// Pointer to the second body
CollisionBody* body2;
/// Return the pair of bodies index
bodyindexpair getBodiesIndexPair() const {
// Construct the pair of body index
bodyindexpair indexPair = body1->getID() < body2->getID() ?
std::make_pair(body1->getID(), body2->getID()) :
std::make_pair(body2->getID(), body1->getID());
assert(indexPair.first != indexPair.second);
return indexPair;
}
};
// Class PairManager
/**
* This class is a data-structure contains the pairs of bodies that
* are overlapping during the broad-phase collision detection.
* This class implements the pair manager described by Pierre Terdiman
* in www.codercorner.com/SAP.pdf.
*/
class PairManager {
private :
// -------------------- Attributes -------------------- //
/// Number of elements in the hash table
bodyindex mNbElementsHashTable;
/// Hash mask for the hash function
uint mHashMask;
/// Number of overlapping pairs
bodyindex mNbOverlappingPairs;
/// Hash table that contains the offset of the first pair of the list of
/// pairs with the same hash value in the "overlappingPairs" array
bodyindex* mHashTable;
/// Array that contains for each offset, the offset of the next pair with
/// the same hash value for a given same hash value
bodyindex* mOffsetNextPair;
/// Array that contains the overlapping pairs
BodyPair* mOverlappingPairs;
/// Invalid ID
static bodyindex INVALID_INDEX;
/// Reference to the collision detection
CollisionDetection& mCollisionDetection;
// -------------------- Methods -------------------- //
/// Private copy-constructor
PairManager(const PairManager& pairManager);
/// Private assignment operator
PairManager& operator=(const PairManager& pairManager);
/// Sort the bodies according to their IDs (smallest ID first)
void sortBodiesUsingID(CollisionBody*& body1, CollisionBody*& body2) const;
/// Sort the IDs (smallest ID first)
void sortIDs(bodyindex& id1, bodyindex& id2) const;
/// Return true if pair1 and pair2 are the same
bool isDifferentPair(const BodyPair& pair1, bodyindex pair2ID1, bodyindex pair2ID2) const;
/// Compute the hash value of two bodies using their IDs
uint computeHashBodies(uint id1, uint id2) const;
/// This method returns an hash value for a 32 bits key.
int computeHash32Bits(int key) const;
/// Reallocate memory for more pairs
void reallocatePairs();
/// Shrink the allocated memory
void shrinkMemory();
/// Compute the offset of a given pair
bodyindex computePairOffset(const BodyPair* pair) const;
/// Look for a pair in the set of overlapping pairs
BodyPair* lookForAPair(bodyindex id1, bodyindex id2, luint hashValue) const;
/// Find a pair given two body IDs and an hash value.
BodyPair* findPairWithHashValue(bodyindex id1, bodyindex id2, luint hashValue) const;
/// Remove a pair from the set of active pair
void removePairWithHashValue(bodyindex id1, bodyindex id2, luint hashValue,
bodyindex indexPair);
public :
// ----- Methods ----- //
/// Constructor
PairManager(CollisionDetection& collisionDetection);
/// Destructor
~PairManager();
/// Return the number of active pairs
bodyindex getNbOverlappingPairs() const;
/// Add a pair of bodies in the pair manager and returns a pointer to that pair.
BodyPair* addPair(CollisionBody* body1, CollisionBody* body2);
/// Remove a pair of bodies from the pair manager.
bool removePair(bodyindex id1, bodyindex id2);
/// Find a pair given two body IDs
BodyPair* findPair(bodyindex id1, bodyindex id2) const;
/// Return the next power of two
static luint computeNextPowerOfTwo(luint number);
/// Return a pointer to the first overlapping pair (used to
/// iterate over the active pairs).
BodyPair* beginOverlappingPairsPointer() const;
/// Return a pointer to the last overlapping pair (used to
/// iterate over the active pairs).
BodyPair* endOverlappingPairsPointer() const;
/// Register a callback function (using a function pointer) that will be
/// called when a new overlapping pair is added in the pair manager.
void registerAddedOverlappingPairCallback(void (CollisionDetection::*callbackFunction)
(const BodyPair* addedActivePair));
/// Unregister the callback function that will be called
/// when a new active pair is added in the pair manager
void unregisterAddedOverlappingPairCallback();
/// Register a callback function (using a function pointer)
/// that will be called when an overlapping pair is removed from the pair manager
void registerRemovedOverlappingPairCallback(void (CollisionDetection::*callbackFunction)
(const BodyPair* removedActivePair));
/// Unregister a callback function that will be called
/// when a active pair is removed from the pair manager
void unregisterRemovedOverlappingPairCallback();
};
// Return the number of overlapping pairs
inline bodyindex PairManager::getNbOverlappingPairs() const {
return mNbOverlappingPairs;
}
// Compute the hash value of two bodies
inline uint PairManager::computeHashBodies(uint id1, uint id2) const {
return computeHash32Bits(id1 | (id2 << 16));
}
// Return true if pair1 and pair2 are the same
inline bool PairManager::isDifferentPair(const BodyPair& pair1, bodyindex pair2ID1,
bodyindex pair2ID2) const {
return (pair2ID1 != pair1.body1->getID() || pair2ID2 != pair1.body2->getID());
}
// Return the next power of two of a 32bits integer using a SWAR algorithm
inline luint PairManager::computeNextPowerOfTwo(luint number) {
number |= (number >> 1);
number |= (number >> 2);
number |= (number >> 4);
number |= (number >> 8);
number |= (number >> 16);
return number+1;
}
// Sort the bodies according to their IDs (smallest ID first)
inline void PairManager::sortBodiesUsingID(CollisionBody*& body1, CollisionBody*& body2) const {
// If the ID of body1 is larger than the ID of body 2
if (body1->getID() > body2->getID()) {
// Swap the two bodies pointers
CollisionBody* temp = body2;
body2 = body1;
body1 = temp;
}
}
// Sort the IDs (smallest ID first)
inline void PairManager::sortIDs(bodyindex &id1, bodyindex &id2) const {
if (id1 > id2) {
bodyindex temp = id2;
id2 = id1;
id1 = temp;
}
}
// This method returns an hash value for a 32 bits key.
/// using Thomas Wang's hash technique.
/// This hash function can be found at :
/// http://www.concentric.net/~ttwang/tech/inthash.htm
inline int PairManager::computeHash32Bits(int key) const {
key += ~(key << 15);
key ^= (key >> 10);
key += (key << 3);
key ^= (key >> 6);
key += ~(key << 11);
key ^= (key >> 16);
return key;
}
// Find a pair given two body IDs
inline BodyPair* PairManager::findPair(bodyindex id1, bodyindex id2) const {
// Check if the hash table has been allocated yet
if (mHashTable == NULL) return NULL;
// Sort the IDs
sortIDs(id1, id2);
// Compute the hash value of the pair to find
uint hashValue = computeHashBodies(id1, id2) & mHashMask;
// Look for the pair in the set of overlapping pairs
return lookForAPair(id1, id2, hashValue);
}
// Find a pair given two body IDs and an hash value.
/// This internal version is used to avoid computing multiple times in the
/// caller method
inline BodyPair* PairManager::findPairWithHashValue(bodyindex id1, bodyindex id2,
luint hashValue) const {
// Check if the hash table has been allocated yet
if (mHashTable == NULL) return NULL;
// Look for the pair in the set of overlapping pairs
return lookForAPair(id1, id2, hashValue);
}
// Try to reduce the allocated memory by the pair manager
inline void PairManager::shrinkMemory() {
// Check if the allocated memory can be reduced
const bodyindex correctNbElementsHashTable = computeNextPowerOfTwo(mNbOverlappingPairs);
if (mNbElementsHashTable == correctNbElementsHashTable) return;
// Reduce the allocated memory
mNbElementsHashTable = correctNbElementsHashTable;
mHashMask = mNbElementsHashTable - 1;
reallocatePairs();
}
// Compute the offset of a given pair in the array of overlapping pairs
inline bodyindex PairManager::computePairOffset(const BodyPair* pair) const {
return ((bodyindex)((size_t(pair) - size_t(mOverlappingPairs))) / sizeof(BodyPair));
}
// Return a pointer to the first overlapping pair (used to iterate over the overlapping pairs) or
// returns 0 if there is no overlapping pairs.
inline BodyPair* PairManager::beginOverlappingPairsPointer() const {
return &mOverlappingPairs[0];
}
// Return a pointer to the last overlapping pair (used to iterate over the overlapping pairs) or
// returns 0 if there is no overlapping pairs.
inline BodyPair* PairManager::endOverlappingPairsPointer() const {
if (mNbOverlappingPairs > 0) {
return &mOverlappingPairs[mNbOverlappingPairs-1];
}
else {
return &mOverlappingPairs[0];
}
}
}
#endif

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// Libraries
#include "body/Body.h"
#include "constraint/ContactPoint.h"
#include "collision/broadphase/PairManager.h"
#include "memory/MemoryAllocator.h"
#include "engine/OverlappingPair.h"