Create SphereVsSphereNarrowPhaseInfoBatch class

This commit is contained in:
Daniel Chappuis 2018-11-27 07:27:38 +01:00
parent 5e57ea896a
commit 6413d479ad
18 changed files with 218 additions and 46 deletions

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@ -94,8 +94,9 @@ SET (REACTPHYSICS3D_HEADERS
"src/collision/narrowphase/SphereVsConvexPolyhedronAlgorithm.h" "src/collision/narrowphase/SphereVsConvexPolyhedronAlgorithm.h"
"src/collision/narrowphase/CapsuleVsConvexPolyhedronAlgorithm.h" "src/collision/narrowphase/CapsuleVsConvexPolyhedronAlgorithm.h"
"src/collision/narrowphase/ConvexPolyhedronVsConvexPolyhedronAlgorithm.h" "src/collision/narrowphase/ConvexPolyhedronVsConvexPolyhedronAlgorithm.h"
"src/collision/narrowphase/SphereVsSphereNarrowPhaseInputBatch.h"
"src/collision/narrowphase/NarrowPhaseInput.h" "src/collision/narrowphase/NarrowPhaseInput.h"
"src/collision/narrowphase/NarrowPhaseInfoBatch.h"
"src/collision/narrowphase/SphereVsSphereNarrowPhaseInfoBatch.h"
"src/collision/shapes/AABB.h" "src/collision/shapes/AABB.h"
"src/collision/shapes/ConvexShape.h" "src/collision/shapes/ConvexShape.h"
"src/collision/shapes/ConvexPolyhedronShape.h" "src/collision/shapes/ConvexPolyhedronShape.h"
@ -116,7 +117,6 @@ SET (REACTPHYSICS3D_HEADERS
"src/collision/PolyhedronMesh.h" "src/collision/PolyhedronMesh.h"
"src/collision/HalfEdgeStructure.h" "src/collision/HalfEdgeStructure.h"
"src/collision/CollisionDetection.h" "src/collision/CollisionDetection.h"
"src/collision/NarrowPhaseInfoBatch.h"
"src/collision/ContactManifold.h" "src/collision/ContactManifold.h"
"src/collision/ContactManifoldSet.h" "src/collision/ContactManifoldSet.h"
"src/collision/MiddlePhaseTriangleCallback.h" "src/collision/MiddlePhaseTriangleCallback.h"
@ -179,8 +179,9 @@ SET (REACTPHYSICS3D_SOURCES
"src/collision/narrowphase/SphereVsConvexPolyhedronAlgorithm.cpp" "src/collision/narrowphase/SphereVsConvexPolyhedronAlgorithm.cpp"
"src/collision/narrowphase/CapsuleVsConvexPolyhedronAlgorithm.cpp" "src/collision/narrowphase/CapsuleVsConvexPolyhedronAlgorithm.cpp"
"src/collision/narrowphase/ConvexPolyhedronVsConvexPolyhedronAlgorithm.cpp" "src/collision/narrowphase/ConvexPolyhedronVsConvexPolyhedronAlgorithm.cpp"
"src/collision/narrowphase/SphereVsSphereNarrowPhaseInputBatch.cpp"
"src/collision/narrowphase/NarrowPhaseInput.cpp" "src/collision/narrowphase/NarrowPhaseInput.cpp"
"src/collision/narrowphase/NarrowPhaseInfoBatch.cpp"
"src/collision/narrowphase/SphereVsSphereNarrowPhaseInfoBatch.cpp"
"src/collision/shapes/AABB.cpp" "src/collision/shapes/AABB.cpp"
"src/collision/shapes/ConvexShape.cpp" "src/collision/shapes/ConvexShape.cpp"
"src/collision/shapes/ConvexPolyhedronShape.cpp" "src/collision/shapes/ConvexPolyhedronShape.cpp"
@ -201,7 +202,6 @@ SET (REACTPHYSICS3D_SOURCES
"src/collision/PolyhedronMesh.cpp" "src/collision/PolyhedronMesh.cpp"
"src/collision/HalfEdgeStructure.cpp" "src/collision/HalfEdgeStructure.cpp"
"src/collision/CollisionDetection.cpp" "src/collision/CollisionDetection.cpp"
"src/collision/NarrowPhaseInfoBatch.cpp"
"src/collision/ContactManifold.cpp" "src/collision/ContactManifold.cpp"
"src/collision/ContactManifoldSet.cpp" "src/collision/ContactManifoldSet.cpp"
"src/collision/MiddlePhaseTriangleCallback.cpp" "src/collision/MiddlePhaseTriangleCallback.cpp"

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@ -35,7 +35,7 @@
#include "collision/CollisionCallback.h" #include "collision/CollisionCallback.h"
#include "collision/MiddlePhaseTriangleCallback.h" #include "collision/MiddlePhaseTriangleCallback.h"
#include "collision/OverlapCallback.h" #include "collision/OverlapCallback.h"
#include "collision/NarrowPhaseInfoBatch.h" #include "collision/narrowphase/NarrowPhaseInfoBatch.h"
#include "collision/ContactManifold.h" #include "collision/ContactManifold.h"
#include "utils/Profiler.h" #include "utils/Profiler.h"
#include "engine/EventListener.h" #include "engine/EventListener.h"
@ -252,7 +252,7 @@ bool CollisionDetection::testNarrowPhaseCollision(NarrowPhaseInput& narrowPhaseI
ConvexPolyhedronVsConvexPolyhedronAlgorithm* convexPolyVsConvexPolyAlgo = mCollisionDispatch.getConvexPolyhedronVsConvexPolyhedronAlgorithm(); ConvexPolyhedronVsConvexPolyhedronAlgorithm* convexPolyVsConvexPolyAlgo = mCollisionDispatch.getConvexPolyhedronVsConvexPolyhedronAlgorithm();
// get the narrow-phase batches to test for collision // get the narrow-phase batches to test for collision
NarrowPhaseInfoBatch& sphereVsSphereBatch = narrowPhaseInput.getSphereVsSphereBatch(); SphereVsSphereNarrowPhaseInfoBatch& sphereVsSphereBatch = narrowPhaseInput.getSphereVsSphereBatch();
NarrowPhaseInfoBatch& sphereVsCapsuleBatch = narrowPhaseInput.getSphereVsCapsuleBatch(); NarrowPhaseInfoBatch& sphereVsCapsuleBatch = narrowPhaseInput.getSphereVsCapsuleBatch();
NarrowPhaseInfoBatch& capsuleVsCapsuleBatch = narrowPhaseInput.getCapsuleVsCapsuleBatch(); NarrowPhaseInfoBatch& capsuleVsCapsuleBatch = narrowPhaseInput.getCapsuleVsCapsuleBatch();
NarrowPhaseInfoBatch& sphereVsConvexPolyhedronBatch = narrowPhaseInput.getSphereVsConvexPolyhedronBatch(); NarrowPhaseInfoBatch& sphereVsConvexPolyhedronBatch = narrowPhaseInput.getSphereVsConvexPolyhedronBatch();

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@ -25,7 +25,7 @@
// Libraries // Libraries
#include "ContactManifoldSet.h" #include "ContactManifoldSet.h"
#include "NarrowPhaseInfoBatch.h" #include "narrowphase/NarrowPhaseInfoBatch.h"
#include "constraint/ContactPoint.h" #include "constraint/ContactPoint.h"
#include "ProxyShape.h" #include "ProxyShape.h"
#include "collision/ContactManifold.h" #include "collision/ContactManifold.h"

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@ -26,7 +26,7 @@
// Libraries // Libraries
#include "CapsuleVsCapsuleAlgorithm.h" #include "CapsuleVsCapsuleAlgorithm.h"
#include "collision/shapes/CapsuleShape.h" #include "collision/shapes/CapsuleShape.h"
#include "collision/NarrowPhaseInfoBatch.h" #include "collision/narrowphase/NarrowPhaseInfoBatch.h"
// We want to use the ReactPhysics3D namespace // We want to use the ReactPhysics3D namespace
using namespace reactphysics3d; using namespace reactphysics3d;

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@ -29,7 +29,7 @@
#include "GJK/GJKAlgorithm.h" #include "GJK/GJKAlgorithm.h"
#include "collision/shapes/CapsuleShape.h" #include "collision/shapes/CapsuleShape.h"
#include "collision/shapes/ConvexPolyhedronShape.h" #include "collision/shapes/ConvexPolyhedronShape.h"
#include "collision/NarrowPhaseInfoBatch.h" #include "collision/narrowphase/NarrowPhaseInfoBatch.h"
#include "collision/ContactPointInfo.h" #include "collision/ContactPointInfo.h"
#include <cassert> #include <cassert>

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@ -27,7 +27,7 @@
#include "ConvexPolyhedronVsConvexPolyhedronAlgorithm.h" #include "ConvexPolyhedronVsConvexPolyhedronAlgorithm.h"
#include "GJK/GJKAlgorithm.h" #include "GJK/GJKAlgorithm.h"
#include "SAT/SATAlgorithm.h" #include "SAT/SATAlgorithm.h"
#include "collision/NarrowPhaseInfoBatch.h" #include "collision/narrowphase/NarrowPhaseInfoBatch.h"
// We want to use the ReactPhysics3D namespace // We want to use the ReactPhysics3D namespace
using namespace reactphysics3d; using namespace reactphysics3d;

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@ -31,7 +31,7 @@
#include "configuration.h" #include "configuration.h"
#include "utils/Profiler.h" #include "utils/Profiler.h"
#include "containers/List.h" #include "containers/List.h"
#include "collision/NarrowPhaseInfoBatch.h" #include "collision/narrowphase/NarrowPhaseInfoBatch.h"
#include "collision/narrowphase/GJK/VoronoiSimplex.h" #include "collision/narrowphase/GJK/VoronoiSimplex.h"
#include <cassert> #include <cassert>

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@ -25,7 +25,7 @@
// Libraries // Libraries
#include "NarrowPhaseInfoBatch.h" #include "NarrowPhaseInfoBatch.h"
#include "ContactPointInfo.h" #include "collision/ContactPointInfo.h"
#include "collision/shapes/TriangleShape.h" #include "collision/shapes/TriangleShape.h"
#include "engine/OverlappingPair.h" #include "engine/OverlappingPair.h"
@ -125,11 +125,12 @@ void NarrowPhaseInfoBatch::clear() {
// Release the memory of the TriangleShape (this memory was allocated in the // Release the memory of the TriangleShape (this memory was allocated in the
// MiddlePhaseTriangleCallback::testTriangle() method) // MiddlePhaseTriangleCallback::testTriangle() method)
if (collisionShapes1[i]->getName() == CollisionShapeName::TRIANGLE) { // TODO DOD : Try to move this code
if (collisionShapes1.size() > 0 && collisionShapes1[i]->getName() == CollisionShapeName::TRIANGLE) {
collisionShapes1[i]->~CollisionShape(); collisionShapes1[i]->~CollisionShape();
collisionShapeAllocators[i]->release(collisionShapes1[i], sizeof(TriangleShape)); collisionShapeAllocators[i]->release(collisionShapes1[i], sizeof(TriangleShape));
} }
if (collisionShapes2[i]->getName() == CollisionShapeName::TRIANGLE) { if (collisionShapes2.size() > 0 && collisionShapes2[i]->getName() == CollisionShapeName::TRIANGLE) {
collisionShapes2[i]->~CollisionShape(); collisionShapes2[i]->~CollisionShape();
collisionShapeAllocators[i]->release(collisionShapes2[i], sizeof(TriangleShape)); collisionShapeAllocators[i]->release(collisionShapes2[i], sizeof(TriangleShape));
} }

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@ -47,7 +47,7 @@ struct ContactPointInfo;
*/ */
struct NarrowPhaseInfoBatch { struct NarrowPhaseInfoBatch {
private: protected:
/// Memory allocator /// Memory allocator
MemoryAllocator& mMemoryAllocator; MemoryAllocator& mMemoryAllocator;
@ -57,6 +57,8 @@ struct NarrowPhaseInfoBatch {
public: public:
// TODO DOD : Try to remove most of the following lists
/// List of Broadphase overlapping pairs /// List of Broadphase overlapping pairs
List<OverlappingPair*> overlappingPairs; List<OverlappingPair*> overlappingPairs;
@ -88,12 +90,13 @@ struct NarrowPhaseInfoBatch {
NarrowPhaseInfoBatch(MemoryAllocator& allocator); NarrowPhaseInfoBatch(MemoryAllocator& allocator);
/// Destructor /// Destructor
~NarrowPhaseInfoBatch(); virtual ~NarrowPhaseInfoBatch();
/// Return the number of objects in the batch /// Return the number of objects in the batch
uint getNbObjects() const; uint getNbObjects() const;
/// Add shapes to be tested during narrow-phase collision detection into the batch /// Add shapes to be tested during narrow-phase collision detection into the batch
// TODO DOD : Remove this method (only use the one in specialized classed)
void addNarrowPhaseInfo(OverlappingPair* pair, CollisionShape* shape1, void addNarrowPhaseInfo(OverlappingPair* pair, CollisionShape* shape1,
CollisionShape* shape2, const Transform& shape1Transform, CollisionShape* shape2, const Transform& shape1Transform,
const Transform& shape2Transform, MemoryAllocator& shapeAllocator); const Transform& shape2Transform, MemoryAllocator& shapeAllocator);
@ -109,7 +112,7 @@ struct NarrowPhaseInfoBatch {
void reserveMemory(); void reserveMemory();
/// Clear all the objects in the batch /// Clear all the objects in the batch
void clear(); virtual void clear();
}; };
/// Return the number of objects in the batch /// Return the number of objects in the batch

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@ -44,7 +44,7 @@ void NarrowPhaseInput::addNarrowPhaseTest(OverlappingPair* pair, CollisionShape*
switch (narrowPhaseAlgorithmType) { switch (narrowPhaseAlgorithmType) {
case NarrowPhaseAlgorithmType::SphereVsSphere: case NarrowPhaseAlgorithmType::SphereVsSphere:
mSphereVsSphereBatch.addNarrowPhaseInfo(pair, shape1, shape2, shape1Transform, shape2Transform, shapeAllocator); mSphereVsSphereBatch.addNarrowPhaseInfo(pair, shape1, shape2, shape1Transform, shape2Transform);
break; break;
case NarrowPhaseAlgorithmType::SphereVsCapsule: case NarrowPhaseAlgorithmType::SphereVsCapsule:
mSphereVsCapsuleBatch.addNarrowPhaseInfo(pair, shape1, shape2, shape1Transform, shape2Transform, shapeAllocator); mSphereVsCapsuleBatch.addNarrowPhaseInfo(pair, shape1, shape2, shape1Transform, shape2Transform, shapeAllocator);

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@ -28,7 +28,8 @@
// Libraries // Libraries
#include "containers/List.h" #include "containers/List.h"
#include "collision/NarrowPhaseInfoBatch.h" #include "collision/narrowphase/NarrowPhaseInfoBatch.h"
#include "collision/narrowphase/SphereVsSphereNarrowPhaseInfoBatch.h"
/// Namespace ReactPhysics3D /// Namespace ReactPhysics3D
namespace reactphysics3d { namespace reactphysics3d {
@ -52,7 +53,7 @@ class NarrowPhaseInput {
private: private:
NarrowPhaseInfoBatch mSphereVsSphereBatch; SphereVsSphereNarrowPhaseInfoBatch mSphereVsSphereBatch;
NarrowPhaseInfoBatch mSphereVsCapsuleBatch; NarrowPhaseInfoBatch mSphereVsCapsuleBatch;
NarrowPhaseInfoBatch mCapsuleVsCapsuleBatch; NarrowPhaseInfoBatch mCapsuleVsCapsuleBatch;
NarrowPhaseInfoBatch mSphereVsConvexPolyhedronBatch; NarrowPhaseInfoBatch mSphereVsConvexPolyhedronBatch;
@ -70,7 +71,7 @@ class NarrowPhaseInput {
MemoryAllocator& shapeAllocator); MemoryAllocator& shapeAllocator);
/// Get a reference to the sphere vs sphere batch /// Get a reference to the sphere vs sphere batch
NarrowPhaseInfoBatch& getSphereVsSphereBatch(); SphereVsSphereNarrowPhaseInfoBatch& getSphereVsSphereBatch();
/// Get a reference to the sphere vs capsule batch /// Get a reference to the sphere vs capsule batch
NarrowPhaseInfoBatch& getSphereVsCapsuleBatch(); NarrowPhaseInfoBatch& getSphereVsCapsuleBatch();
@ -96,7 +97,7 @@ class NarrowPhaseInput {
// Get a reference to the sphere vs sphere batch // Get a reference to the sphere vs sphere batch
inline NarrowPhaseInfoBatch& NarrowPhaseInput::getSphereVsSphereBatch() { inline SphereVsSphereNarrowPhaseInfoBatch& NarrowPhaseInput::getSphereVsSphereBatch() {
return mSphereVsSphereBatch; return mSphereVsSphereBatch;
} }

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@ -30,7 +30,7 @@
#include "collision/shapes/CapsuleShape.h" #include "collision/shapes/CapsuleShape.h"
#include "collision/shapes/SphereShape.h" #include "collision/shapes/SphereShape.h"
#include "engine/OverlappingPair.h" #include "engine/OverlappingPair.h"
#include "collision/NarrowPhaseInfoBatch.h" #include "collision/narrowphase/NarrowPhaseInfoBatch.h"
#include "collision/shapes/TriangleShape.h" #include "collision/shapes/TriangleShape.h"
#include "configuration.h" #include "configuration.h"
#include "utils/Profiler.h" #include "utils/Profiler.h"

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@ -27,7 +27,7 @@
#include "SphereVsCapsuleAlgorithm.h" #include "SphereVsCapsuleAlgorithm.h"
#include "collision/shapes/SphereShape.h" #include "collision/shapes/SphereShape.h"
#include "collision/shapes/CapsuleShape.h" #include "collision/shapes/CapsuleShape.h"
#include "collision/NarrowPhaseInfoBatch.h" #include "collision/narrowphase/NarrowPhaseInfoBatch.h"
// We want to use the ReactPhysics3D namespace // We want to use the ReactPhysics3D namespace
using namespace reactphysics3d; using namespace reactphysics3d;

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@ -27,7 +27,7 @@
#include "SphereVsConvexPolyhedronAlgorithm.h" #include "SphereVsConvexPolyhedronAlgorithm.h"
#include "GJK/GJKAlgorithm.h" #include "GJK/GJKAlgorithm.h"
#include "SAT/SATAlgorithm.h" #include "SAT/SATAlgorithm.h"
#include "collision/NarrowPhaseInfoBatch.h" #include "collision/narrowphase/NarrowPhaseInfoBatch.h"
// We want to use the ReactPhysics3D namespace // We want to use the ReactPhysics3D namespace
using namespace reactphysics3d; using namespace reactphysics3d;

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@ -26,12 +26,12 @@
// Libraries // Libraries
#include "SphereVsSphereAlgorithm.h" #include "SphereVsSphereAlgorithm.h"
#include "collision/shapes/SphereShape.h" #include "collision/shapes/SphereShape.h"
#include "collision/NarrowPhaseInfoBatch.h" #include "collision/narrowphase/SphereVsSphereNarrowPhaseInfoBatch.h"
// We want to use the ReactPhysics3D namespace // We want to use the ReactPhysics3D namespace
using namespace reactphysics3d; using namespace reactphysics3d;
bool SphereVsSphereAlgorithm::testCollision(NarrowPhaseInfoBatch& narrowPhaseInfoBatch, uint batchStartIndex, uint batchNbItems, bool SphereVsSphereAlgorithm::testCollision(SphereVsSphereNarrowPhaseInfoBatch& narrowPhaseInfoBatch, uint batchStartIndex, uint batchNbItems,
bool reportContacts, bool stopFirstContactFound, MemoryAllocator& memoryAllocator) { bool reportContacts, bool stopFirstContactFound, MemoryAllocator& memoryAllocator) {
bool isCollisionFound = false; bool isCollisionFound = false;
@ -42,32 +42,29 @@ bool SphereVsSphereAlgorithm::testCollision(NarrowPhaseInfoBatch& narrowPhaseInf
assert(narrowPhaseInfoBatch.contactPoints[batchIndex].size() == 0); assert(narrowPhaseInfoBatch.contactPoints[batchIndex].size() == 0);
assert(!narrowPhaseInfoBatch.isColliding[batchIndex]); assert(!narrowPhaseInfoBatch.isColliding[batchIndex]);
assert(narrowPhaseInfoBatch.collisionShapes1[batchIndex]->getType() == CollisionShapeType::SPHERE);
assert(narrowPhaseInfoBatch.collisionShapes2[batchIndex]->getType() == CollisionShapeType::SPHERE);
// Get the sphere collision shapes
const SphereShape* sphereShape1 = static_cast<const SphereShape*>(narrowPhaseInfoBatch.collisionShapes1[batchIndex]);
const SphereShape* sphereShape2 = static_cast<const SphereShape*>(narrowPhaseInfoBatch.collisionShapes2[batchIndex]);
// Get the local-space to world-space transforms // Get the local-space to world-space transforms
const Transform& transform1 = narrowPhaseInfoBatch.shape1ToWorldTransforms[batchIndex]; const Transform& transform1 = narrowPhaseInfoBatch.sphere1WorldTransforms[batchIndex];
const Transform& transform2 = narrowPhaseInfoBatch.shape2ToWorldTransforms[batchIndex]; const Transform& transform2 = narrowPhaseInfoBatch.sphere2WorldTransforms[batchIndex];
// Compute the distance between the centers // Compute the distance between the centers
Vector3 vectorBetweenCenters = transform2.getPosition() - transform1.getPosition(); Vector3 vectorBetweenCenters = transform2.getPosition() - transform1.getPosition();
decimal squaredDistanceBetweenCenters = vectorBetweenCenters.lengthSquare(); decimal squaredDistanceBetweenCenters = vectorBetweenCenters.lengthSquare();
// Compute the sum of the radius // Compute the sum of the radius
decimal sumRadius = sphereShape1->getRadius() + sphereShape2->getRadius(); decimal sumRadiuses = narrowPhaseInfoBatch.sphere1Radiuses[batchIndex] + narrowPhaseInfoBatch.sphere2Radiuses[batchIndex];
// Compute the product of the sum of the radius
decimal sumRadiusesProducts = sumRadiuses * sumRadiuses;
// If the sphere collision shapes intersect // If the sphere collision shapes intersect
if (squaredDistanceBetweenCenters < sumRadius * sumRadius) { if (squaredDistanceBetweenCenters < sumRadiusesProducts) {
if (reportContacts) { if (reportContacts) {
Vector3 centerSphere2InBody1LocalSpace = transform1.getInverse() * transform2.getPosition(); Transform transform1Inverse = narrowPhaseInfoBatch.sphere1WorldTransforms[batchIndex].getInverse();
Vector3 centerSphere1InBody2LocalSpace = transform2.getInverse() * transform1.getPosition(); Transform transform2Inverse = narrowPhaseInfoBatch.sphere2WorldTransforms[batchIndex].getInverse();
decimal penetrationDepth = sumRadius - std::sqrt(squaredDistanceBetweenCenters);
decimal penetrationDepth = sumRadiuses - std::sqrt(squaredDistanceBetweenCenters);
Vector3 intersectionOnBody1; Vector3 intersectionOnBody1;
Vector3 intersectionOnBody2; Vector3 intersectionOnBody2;
Vector3 normal; Vector3 normal;
@ -75,8 +72,11 @@ bool SphereVsSphereAlgorithm::testCollision(NarrowPhaseInfoBatch& narrowPhaseInf
// If the two sphere centers are not at the same position // If the two sphere centers are not at the same position
if (squaredDistanceBetweenCenters > MACHINE_EPSILON) { if (squaredDistanceBetweenCenters > MACHINE_EPSILON) {
intersectionOnBody1 = sphereShape1->getRadius() * centerSphere2InBody1LocalSpace.getUnit(); Vector3 centerSphere2InBody1LocalSpace = transform1Inverse * narrowPhaseInfoBatch.sphere1WorldTransforms[batchIndex].getPosition();
intersectionOnBody2 = sphereShape2->getRadius() * centerSphere1InBody2LocalSpace.getUnit(); Vector3 centerSphere1InBody2LocalSpace = transform2Inverse * narrowPhaseInfoBatch.sphere2WorldTransforms[batchIndex].getPosition();
intersectionOnBody1 = narrowPhaseInfoBatch.sphere1Radiuses[batchIndex] * centerSphere2InBody1LocalSpace.getUnit();
intersectionOnBody2 = narrowPhaseInfoBatch.sphere2Radiuses[batchIndex] * centerSphere1InBody2LocalSpace.getUnit();
normal = vectorBetweenCenters.getUnit(); normal = vectorBetweenCenters.getUnit();
} }
else { // If the sphere centers are at the same position (degenerate case) else { // If the sphere centers are at the same position (degenerate case)
@ -84,8 +84,8 @@ bool SphereVsSphereAlgorithm::testCollision(NarrowPhaseInfoBatch& narrowPhaseInf
// Take any contact normal direction // Take any contact normal direction
normal.setAllValues(0, 1, 0); normal.setAllValues(0, 1, 0);
intersectionOnBody1 = sphereShape1->getRadius() * (transform1.getInverse().getOrientation() * normal); intersectionOnBody1 = narrowPhaseInfoBatch.sphere1Radiuses[batchIndex] * (transform1Inverse.getOrientation() * normal);
intersectionOnBody2 = sphereShape2->getRadius() * (transform2.getInverse().getOrientation() * normal); intersectionOnBody2 = narrowPhaseInfoBatch.sphere2Radiuses[batchIndex] * (transform2Inverse.getOrientation() * normal);
} }
// Create the contact info object // Create the contact info object

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@ -34,6 +34,7 @@ namespace reactphysics3d {
// Declarations // Declarations
class ContactPoint; class ContactPoint;
struct SphereVsSphereNarrowPhaseInfoBatch;
class Body; class Body;
// Class SphereVsSphereAlgorithm // Class SphereVsSphereAlgorithm
@ -65,7 +66,7 @@ class SphereVsSphereAlgorithm : public NarrowPhaseAlgorithm {
SphereVsSphereAlgorithm& operator=(const SphereVsSphereAlgorithm& algorithm) = delete; SphereVsSphereAlgorithm& operator=(const SphereVsSphereAlgorithm& algorithm) = delete;
/// Compute a contact info if the two bounding volume collide /// Compute a contact info if the two bounding volume collide
bool testCollision(NarrowPhaseInfoBatch& narrowPhaseInfoBatch, uint batchStartIndex, bool testCollision(SphereVsSphereNarrowPhaseInfoBatch& narrowPhaseInfoBatch, uint batchStartIndex,
uint batchNbItems, bool reportContacts, bool stopFirstContactFound, uint batchNbItems, bool reportContacts, bool stopFirstContactFound,
MemoryAllocator& memoryAllocator); MemoryAllocator& memoryAllocator);
}; };

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@ -0,0 +1,88 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2018 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 "SphereVsSphereNarrowPhaseInfoBatch.h"
#include "collision/shapes/SphereShape.h"
using namespace reactphysics3d;
// Constructor
SphereVsSphereNarrowPhaseInfoBatch::SphereVsSphereNarrowPhaseInfoBatch(MemoryAllocator& allocator)
: NarrowPhaseInfoBatch(allocator), sphere1Radiuses(allocator), sphere2Radiuses(allocator),
sphere1WorldTransforms(allocator), sphere2WorldTransforms(allocator) {
}
// Add shapes to be tested during narrow-phase collision detection into the batch
void SphereVsSphereNarrowPhaseInfoBatch::addNarrowPhaseInfo(OverlappingPair* pair, CollisionShape* shape1, CollisionShape* shape2,
const Transform& shape1Transform, const Transform& shape2Transform) {
assert(shape1->getType() == CollisionShapeType::SPHERE);
assert(shape2->getType() == CollisionShapeType::SPHERE);
const SphereShape* sphere1 = static_cast<const SphereShape*>(shape1);
const SphereShape* sphere2 = static_cast<const SphereShape*>(shape2);
sphere1Radiuses.add(sphere1->getRadius());
sphere2Radiuses.add(sphere2->getRadius());
sphere1WorldTransforms.add(shape1Transform);
sphere2WorldTransforms.add(shape2Transform);
overlappingPairs.add(pair);
contactPoints.add(List<ContactPointInfo*>(mMemoryAllocator));
isColliding.add(false);
// Add a collision info for the two collision shapes into the overlapping pair (if not present yet)
LastFrameCollisionInfo* lastFrameInfo = pair->addLastFrameInfoIfNecessary(shape1->getId(), shape2->getId());
lastFrameCollisionInfos.add(lastFrameInfo);
}
// Initialize the containers using cached capacity
void SphereVsSphereNarrowPhaseInfoBatch::reserveMemory() {
NarrowPhaseInfoBatch::reserveMemory();
sphere1Radiuses.reserve(mCachedCapacity);
sphere2Radiuses.reserve(mCachedCapacity);
sphere1WorldTransforms.reserve(mCachedCapacity);
sphere2WorldTransforms.reserve(mCachedCapacity);
}
// Clear all the objects in the batch
void SphereVsSphereNarrowPhaseInfoBatch::clear() {
NarrowPhaseInfoBatch::clear();
// Note that we clear the following containers and we release their allocated memory. Therefore,
// if the memory allocator is a single frame allocator, the memory is deallocated and will be
// allocated in the next frame at a possibly different location in memory (remember that the
// location of the allocated memory of a single frame allocator might change between two frames)
sphere1Radiuses.clear(true);
sphere2Radiuses.clear(true);
sphere1WorldTransforms.clear(true);
sphere2WorldTransforms.clear(true);
}

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@ -0,0 +1,78 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2018 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. *
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* 3. This notice may not be removed or altered from any source distribution. *
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********************************************************************************/
#ifndef REACTPHYSICS3D_SPHERE_VS_SPHERE_NARROW_PHASE_INFO_BATCH_H
#define REACTPHYSICS3D_SPHERE_VS_SPHERE_NARROW_PHASE_INFO_BATCH_H
// Libraries
#include "collision/narrowphase/NarrowPhaseInfoBatch.h"
/// Namespace ReactPhysics3D
namespace reactphysics3d {
// Struct SphereVsSphereNarrowPhaseInfoBatch
/**
* This structure collects all the potential collisions from the middle-phase algorithm
* that have to be tested during narrow-phase collision detection. This class collects all the
* sphere vs sphere collision detection tests.
*/
struct SphereVsSphereNarrowPhaseInfoBatch : public NarrowPhaseInfoBatch {
public:
/// List of radiuses for the first spheres
List<decimal> sphere1Radiuses;
/// List of radiuses for the second spheres
List<decimal> sphere2Radiuses;
/// List of the world-space positions for the center of the first spheres
List<Transform> sphere1WorldTransforms;
/// List of the world-space positions for the center of the second spheres
List<Transform> sphere2WorldTransforms;
/// Constructor
SphereVsSphereNarrowPhaseInfoBatch(MemoryAllocator& allocator);
/// Destructor
virtual ~SphereVsSphereNarrowPhaseInfoBatch() = default;
/// Add shapes to be tested during narrow-phase collision detection into the batch
virtual void addNarrowPhaseInfo(OverlappingPair* pair, CollisionShape* shape1,
CollisionShape* shape2, const Transform& shape1Transform,
const Transform& shape2Transform);
// Initialize the containers using cached capacity
void reserveMemory();
/// Clear all the objects in the batch
virtual void clear();
};
}
#endif