Add the DynamicAABBTree class
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@ -49,6 +49,8 @@ SET (REACTPHYSICS3D_SOURCES
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"src/collision/broadphase/PairManager.cpp"
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"src/collision/broadphase/PairManager.cpp"
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"src/collision/broadphase/SweepAndPruneAlgorithm.h"
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"src/collision/broadphase/SweepAndPruneAlgorithm.h"
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"src/collision/broadphase/SweepAndPruneAlgorithm.cpp"
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"src/collision/broadphase/SweepAndPruneAlgorithm.cpp"
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"src/collision/broadphase/DynamicAABBTree.h"
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"src/collision/broadphase/DynamicAABBTree.cpp"
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"src/collision/narrowphase/EPA/EdgeEPA.h"
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"src/collision/narrowphase/EPA/EdgeEPA.h"
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"src/collision/narrowphase/EPA/EdgeEPA.cpp"
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"src/collision/narrowphase/EPA/EdgeEPA.cpp"
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"src/collision/narrowphase/EPA/EPAAlgorithm.h"
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"src/collision/narrowphase/EPA/EPAAlgorithm.h"
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@ -30,6 +30,7 @@
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#include <vector>
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#include <vector>
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#include "../../body/CollisionBody.h"
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#include "../../body/CollisionBody.h"
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#include "PairManager.h"
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#include "PairManager.h"
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#include "DynamicAABBTree.h"
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/// Namespace ReactPhysics3D
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/// Namespace ReactPhysics3D
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namespace reactphysics3d {
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namespace reactphysics3d {
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@ -39,9 +40,8 @@ class CollisionDetection;
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// Class BroadPhaseAlgorithm
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// Class BroadPhaseAlgorithm
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/**
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/**
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* This class is an abstract class that represents an algorithm
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* This class represents an algorithm the broad-phase collision detection. The
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* used to perform the broad-phase of a collision detection. The
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* goal of the broad-phase collision detection is to compute the pair of bodies
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* goal of the broad-phase algorithm is to compute the pair of bodies
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* that can collide. But it's important to understand that the
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* that can collide. But it's important to understand that the
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* broad-phase doesn't compute only body pairs that can collide but
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* broad-phase doesn't compute only body pairs that can collide but
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* could also pairs of body that doesn't collide but are very close.
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* could also pairs of body that doesn't collide but are very close.
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@ -55,6 +55,9 @@ class BroadPhaseAlgorithm {
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// -------------------- Attributes -------------------- //
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// -------------------- Attributes -------------------- //
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/// Dynamic AABB tree
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DynamicAABBTree mDynamicAABBTree;
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/// Pair manager containing the overlapping pairs
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/// Pair manager containing the overlapping pairs
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PairManager mPairManager;
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PairManager mPairManager;
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554
src/collision/broadphase/DynamicAABBTree.cpp
Normal file
554
src/collision/broadphase/DynamicAABBTree.cpp
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@ -0,0 +1,554 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "DynamicAABBTree.h"
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using namespace reactphysics3d;
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// Initialization of static variables
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const int TreeNode::NULL_TREE_NODE = -1;
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// Constructor
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DynamicAABBTree::DynamicAABBTree() {
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mRootNodeID = TreeNode::NULL_TREE_NODE;
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mNbNodes = 0;
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mNbAllocatedNodes = 8;
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// Allocate memory for the nodes of the tree
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mNodes = (TreeNode*) malloc(mNbAllocatedNodes * sizeof(TreeNode));
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assert(mNodes);
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memset(mNodes, 0, mNbAllocatedNodes * sizeof(TreeNode));
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// Initialize the allocated nodes
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for (int i=0; i<mNbAllocatedNodes - 1; i++) {
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mNodes[i].nextNodeID = i + 1;
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mNodes[i].height = -1;
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}
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mNodes[mNbAllocatedNodes - 1].nextNodeID = TreeNode::NULL_TREE_NODE;
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mNodes[mNbAllocatedNodes - 1].height = -1;
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mFreeNodeID = 0;
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}
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// Destructor
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DynamicAABBTree::~DynamicAABBTree() {
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// Free the allocated memory for the nodes
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free(mNodes);
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}
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// Allocate and return a new node in the tree
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int DynamicAABBTree::allocateNode() {
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// If there is no more allocated node to use
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if (mFreeNodeID == TreeNode::NULL_TREE_NODE) {
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assert(mNbNodes == mNbAllocatedNodes);
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// Allocate more nodes in the tree
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mNbAllocatedNodes *= 2;
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TreeNode* oldNodes = mNodes;
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mNodes = (TreeNode*) malloc(mNbAllocatedNodes * sizeof(TreeNode));
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assert(mNodes);
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memcpy(mNodes, oldNodes, mNbNodes * sizeof(TreeNode));
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free(oldNodes);
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// Initialize the allocated nodes
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for (int i=mNbNodes; i<mNbAllocatedNodes - 1; i++) {
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mNodes[i].nextNodeID = i + 1;
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mNodes[i].height = -1;
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}
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mNodes[mNbAllocatedNodes - 1].nextNodeID = TreeNode::NULL_TREE_NODE;
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mNodes[mNbAllocatedNodes - 1].height = -1;
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mFreeNodeID = mNbNodes;
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}
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// Get the next free node
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int freeNodeID = mFreeNodeID;
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mFreeNodeID = mNodes[freeNodeID].nextNodeID;
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mNodes[freeNodeID].parentID = TreeNode::NULL_TREE_NODE;
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mNodes[freeNodeID].leftChildID = TreeNode::NULL_TREE_NODE;
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mNodes[freeNodeID].rightChildID = TreeNode::NULL_TREE_NODE;
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mNodes[freeNodeID].collisionShape = NULL;
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mNodes[freeNodeID].height = 0;
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mNbNodes++;
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return freeNodeID;
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}
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// Release a node
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void DynamicAABBTree::releaseNode(int nodeID) {
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assert(mNbNodes > 0);
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assert(nodeID >= 0 && nodeID < mNbAllocatedNodes);
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mNodes[nodeID].nextNodeID = mFreeNodeID;
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mNodes[nodeID].height = -1;
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mFreeNodeID = nodeID;
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mNbNodes--;
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// Deallocate nodes memory here if the number of allocated nodes is large
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// compared to the number of nodes in the tree
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if ((mNbNodes < mNbAllocatedNodes / 4) && mNbNodes > 8) {
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// Allocate less nodes in the tree
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mNbAllocatedNodes /= 2;
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TreeNode* oldNodes = mNodes;
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mNodes = (TreeNode*) malloc(mNbAllocatedNodes * sizeof(TreeNode));
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assert(mNodes);
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memcpy(mNodes, oldNodes, mNbNodes * sizeof(TreeNode));
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free(oldNodes);
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// Initialize the allocated nodes
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for (int i=mNbNodes; i<mNbAllocatedNodes - 1; i++) {
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mNodes[i].nextNodeID = i + 1;
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mNodes[i].height = -1;
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}
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mNodes[mNbAllocatedNodes - 1].nextNodeID = TreeNode::NULL_TREE_NODE;
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mNodes[mNbAllocatedNodes - 1].height = -1;
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mFreeNodeID = mNbNodes;
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}
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}
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// Add an object into the tree. This method creates a new leaf node in the tree and
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// returns the ID of the corresponding node.
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int DynamicAABBTree::addObject(CollisionShape* collisionShape, const AABB& aabb) {
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// Get the next available node (or allocate new ones if necessary)
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int nodeID = allocateNode();
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// Create the fat aabb to use in the tree
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const Vector3 gap(DYNAMIC_TREE_AABB_GAP, DYNAMIC_TREE_AABB_GAP, DYNAMIC_TREE_AABB_GAP);
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mNodes[nodeID].aabb.setMin(mNodes[nodeID].aabb.getMin() - gap);
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mNodes[nodeID].aabb.setMax(mNodes[nodeID].aabb.getMax() + gap);
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// Set the collision shape
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mNodes[nodeID].collisionShape = collisionShape;
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// Set the height of the node in the tree
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mNodes[nodeID].height = 0;
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// Insert the new leaf node in the tree
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insertLeafNode(nodeID);
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// Return the node ID
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return nodeID;
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}
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// Remove an object from the tree
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void DynamicAABBTree::removeObject(int nodeID) {
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assert(nodeID >= 0 && nodeID < mNbAllocatedNodes);
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assert(mNodes[nodeID].isLeaf());
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// Remove the node from the tree
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removeLeafNode(nodeID);
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releaseNode(nodeID);
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}
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// Update the dynamic tree after an object has moved.
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/// If the new AABB of the object that has moved is still inside its fat AABB, then
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/// nothing is done. Otherwise, the corresponding node is removed and reinserted into the tree.
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/// The method returns true if the object has been reinserted into the tree.
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bool DynamicAABBTree::updateObject(int nodeID, const AABB& newAABB, const Vector3& displacement) {
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assert(nodeID >= 0 && nodeID < mNbAllocatedNodes);
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assert(mNodes[nodeID].isLeaf());
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// If the new AABB is still inside the fat AABB of the node
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if (mNodes[nodeID].aabb.contains(newAABB)) {
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return false;
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}
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// If the new AABB is outside the fat AABB, we remove the corresponding node
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removeLeafNode(nodeID);
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// Compute a new fat AABB for the new AABB by taking the object displacement into account
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AABB fatAABB = newAABB;
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const Vector3 gap(DYNAMIC_TREE_AABB_GAP, DYNAMIC_TREE_AABB_GAP, DYNAMIC_TREE_AABB_GAP);
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fatAABB.mMinCoordinates -= gap;
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fatAABB.mMaxCoordinates += gap;
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const Vector3 displacementGap = AABB_DISPLACEMENT_MULTIPLIER * displacement;
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if (displacementGap.x < decimal(0.0)) {
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fatAABB.mMinCoordinates.x += displacementGap.x;
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}
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else {
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fatAABB.mMaxCoordinates.x += displacementGap.x;
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}
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if (displacementGap.y < decimal(0.0)) {
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fatAABB.mMinCoordinates.y += displacementGap.y;
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}
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else {
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fatAABB.mMaxCoordinates.y += displacementGap.y;
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}
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if (displacementGap.z < decimal(0.0)) {
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fatAABB.mMinCoordinates.z += displacementGap.z;
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}
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else {
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fatAABB.mMaxCoordinates.z += displacementGap.z;
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}
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mNodes[nodeID].aabb = fatAABB;
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// Reinsert the node into the tree
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insertLeafNode(nodeID);
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return true;
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}
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// Insert a leaf node in the tree. The process of inserting a new leaf node
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// in the dynamic tree is described in the book "Introduction to Game Physics
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// with Box2D" by Ian Parberry.
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void DynamicAABBTree::insertLeafNode(int nodeID) {
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// If the tree is empty
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if (mRootNodeID == TreeNode::NULL_TREE_NODE) {
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mRootNodeID = nodeID;
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mNodes[mRootNodeID].parentID = TreeNode::NULL_TREE_NODE;
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return;
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}
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// Find the best sibling node for the new node
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AABB newNodeAABB = mNodes[nodeID].aabb;
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int currentNodeID = mRootNodeID;
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while (!mNodes[currentNodeID].isLeaf()) {
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int leftChild = mNodes[currentNodeID].leftChildID;
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int rightChild = mNodes[currentNodeID].rightChildID;
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// Compute the merged AABB
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decimal volumeAABB = mNodes[currentNodeID].aabb.getVolume();
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AABB mergedAABBs;
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mergedAABBs.mergeTwoAABBs(mNodes[currentNodeID].aabb, newNodeAABB);
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decimal mergedVolume = mergedAABBs.getVolume();
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// Compute the cost of making the current node the sibbling of the new node
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decimal costS = decimal(2.0) * mergedVolume;
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// Compute the minimum cost of pushing the new node further down the tree (inheritance cost)
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decimal costI = decimal(2.0) * (mergedVolume - volumeAABB);
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// Compute the cost of descending into the left child
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decimal costLeft;
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AABB currentAndLeftAABB;
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currentAndLeftAABB.mergeTwoAABBs(newNodeAABB, mNodes[leftChild].aabb);
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if (mNodes[leftChild].isLeaf()) { // If the left child is a leaf
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costLeft = currentAndLeftAABB.getVolume() + costI;
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}
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else {
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decimal leftChildVolume = mNodes[leftChild].aabb.getVolume();
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costLeft = costI + currentAndLeftAABB.getVolume() - leftChildVolume;
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}
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// Compute the cost of descending into the right child
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decimal costRight;
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AABB currentAndRightAABB;
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currentAndRightAABB.mergeTwoAABBs(newNodeAABB, mNodes[rightChild].aabb);
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if (mNodes[rightChild].isLeaf()) { // If the right child is a leaf
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costRight = currentAndRightAABB.getVolume() + costI;
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}
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else {
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decimal rightChildVolume = mNodes[rightChild].aabb.getVolume();
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costRight = costI + currentAndRightAABB.getVolume() - rightChildVolume;
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}
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// If the cost of making the current node a sibbling of the new node is smaller than
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// the cost of going down into the left or right child
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if (costS < costLeft && costS < costRight) break;
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// It is cheaper to go down into a child of the current node, choose the best child
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if (costLeft < costRight) {
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currentNodeID = leftChild;
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}
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else {
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currentNodeID = rightChild;
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}
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}
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int siblingNode = currentNodeID;
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// Create a new parent for the new node and the sibling node
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int oldParentNode = mNodes[siblingNode].parentID;
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int newParentNode = allocateNode();
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mNodes[newParentNode].parentID = oldParentNode;
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mNodes[newParentNode].collisionShape = NULL;
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mNodes[newParentNode].aabb.mergeTwoAABBs(mNodes[siblingNode].aabb, newNodeAABB);
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mNodes[newParentNode].height = mNodes[siblingNode].height + 1;
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// If the sibling node was not the root node
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if (oldParentNode != TreeNode::NULL_TREE_NODE) {
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if (mNodes[oldParentNode].leftChildID == siblingNode) {
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mNodes[oldParentNode].leftChildID = newParentNode;
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}
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else {
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mNodes[oldParentNode].rightChildID = newParentNode;
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}
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}
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else { // If the sibling node was the root node
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mNodes[newParentNode].leftChildID = siblingNode;
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mNodes[newParentNode].rightChildID = nodeID;
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mNodes[siblingNode].parentID = newParentNode;
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||||||
|
mNodes[nodeID].parentID = newParentNode;
|
||||||
|
mRootNodeID = newParentNode;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Move up in the tree to change the AABBs that have changed
|
||||||
|
currentNodeID = mNodes[nodeID].parentID;
|
||||||
|
while (currentNodeID != TreeNode::NULL_TREE_NODE) {
|
||||||
|
|
||||||
|
// Balance the sub-tree of the current node if it is not balanced
|
||||||
|
currentNodeID = balanceSubTreeAtNode(currentNodeID);
|
||||||
|
|
||||||
|
int leftChild = mNodes[currentNodeID].leftChildID;
|
||||||
|
int rightChild = mNodes[currentNodeID].rightChildID;
|
||||||
|
assert(leftChild != TreeNode::NULL_TREE_NODE);
|
||||||
|
assert(rightChild != TreeNode::NULL_TREE_NODE);
|
||||||
|
|
||||||
|
// Recompute the height of the node in the tree
|
||||||
|
mNodes[currentNodeID].height = std::max(mNodes[leftChild].height,
|
||||||
|
mNodes[rightChild].height) + 1;
|
||||||
|
|
||||||
|
// Recompute the AABB of the node
|
||||||
|
mNodes[currentNodeID].aabb.mergeTwoAABBs(mNodes[leftChild].aabb, mNodes[rightChild].aabb);
|
||||||
|
|
||||||
|
currentNodeID = mNodes[currentNodeID].parentID;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Remove a leaf node from the tree
|
||||||
|
void DynamicAABBTree::removeLeafNode(int nodeID) {
|
||||||
|
|
||||||
|
assert(nodeID >= 0 && nodeID < mNbAllocatedNodes);
|
||||||
|
|
||||||
|
// If we are removing the root node (root node is a leaf in this case)
|
||||||
|
if (mRootNodeID == nodeID) {
|
||||||
|
mRootNodeID = TreeNode::NULL_TREE_NODE;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int parentNodeID = mNodes[nodeID].parentID;
|
||||||
|
int grandParentNodeID = mNodes[parentNodeID].parentID;
|
||||||
|
int siblingNodeID;
|
||||||
|
if (mNodes[parentNodeID].leftChildID == nodeID) {
|
||||||
|
siblingNodeID = mNodes[parentNodeID].rightChildID;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
siblingNodeID = mNodes[parentNodeID].leftChildID;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the parent of the node to remove is not the root node
|
||||||
|
if (grandParentNodeID != TreeNode::NULL_TREE_NODE) {
|
||||||
|
|
||||||
|
// Destroy the parent node
|
||||||
|
if (mNodes[grandParentNodeID].leftChildID == parentNodeID) {
|
||||||
|
mNodes[grandParentNodeID].leftChildID = siblingNodeID;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
assert(mNodes[grandParentNodeID].rightChildID == parentNodeID);
|
||||||
|
mNodes[grandParentNodeID].rightChildID = siblingNodeID;
|
||||||
|
}
|
||||||
|
mNodes[siblingNodeID].parentID = grandParentNodeID;
|
||||||
|
releaseNode(parentNodeID);
|
||||||
|
|
||||||
|
// Now, we need to recompute the AABBs of the node on the path back to the root
|
||||||
|
// and make sure that the tree is still balanced
|
||||||
|
int currentNodeID = grandParentNodeID;
|
||||||
|
while(currentNodeID != TreeNode::NULL_TREE_NODE) {
|
||||||
|
|
||||||
|
// Balance the current sub-tree if necessary
|
||||||
|
currentNodeID = balanceSubTreeAtNode(currentNodeID);
|
||||||
|
|
||||||
|
// Get the two children of the current node
|
||||||
|
int leftChildID = mNodes[currentNodeID].leftChildID;
|
||||||
|
int rightChildID = mNodes[currentNodeID].rightChildID;
|
||||||
|
|
||||||
|
// Recompute the AABB and the height of the current node
|
||||||
|
mNodes[currentNodeID].aabb.mergeTwoAABBs(mNodes[leftChildID].aabb,
|
||||||
|
mNodes[rightChildID].aabb);
|
||||||
|
mNodes[currentNodeID].height = std::max(mNodes[leftChildID].height,
|
||||||
|
mNodes[rightChildID].height) + 1;
|
||||||
|
|
||||||
|
currentNodeID = mNodes[currentNodeID].parentID;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
else { // If the parent of the node to remove is the root node
|
||||||
|
|
||||||
|
// The sibling node becomes the new root node
|
||||||
|
mRootNodeID = siblingNodeID;
|
||||||
|
mNodes[siblingNodeID].parentID = TreeNode::NULL_TREE_NODE;
|
||||||
|
releaseNode(nodeID);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Balance the sub-tree of a given node using left or right rotations.
|
||||||
|
/// The rotation schemes are described in in the book "Introduction to Game Physics
|
||||||
|
/// with Box2D" by Ian Parberry. This method returns the new root node ID.
|
||||||
|
int DynamicAABBTree::balanceSubTreeAtNode(int nodeID) {
|
||||||
|
|
||||||
|
assert(nodeID != TreeNode::NULL_TREE_NODE);
|
||||||
|
|
||||||
|
TreeNode* nodeA = mNodes + nodeID;
|
||||||
|
|
||||||
|
// If the node is a leaf or the height of A's sub-tree is less than 2
|
||||||
|
if (nodeA->isLeaf() || nodeA->height < 2) {
|
||||||
|
|
||||||
|
// Do not perform any rotation
|
||||||
|
return nodeID;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get the two children nodes
|
||||||
|
int nodeBID = nodeA->leftChildID;
|
||||||
|
int nodeCID = nodeA->rightChildID;
|
||||||
|
assert(nodeBID >= 0 && nodeBID < mNbAllocatedNodes);
|
||||||
|
assert(nodeCID >= 0 && nodeCID < mNbAllocatedNodes);
|
||||||
|
TreeNode* nodeB = mNodes + nodeBID;
|
||||||
|
TreeNode* nodeC = mNodes + nodeCID;
|
||||||
|
|
||||||
|
// Compute the factor of the left and right sub-trees
|
||||||
|
int balanceFactor = nodeC->height - nodeB->height;
|
||||||
|
|
||||||
|
// If the right node C is 2 higher than left node B
|
||||||
|
if (balanceFactor > 1) {
|
||||||
|
|
||||||
|
int nodeFID = nodeC->leftChildID;
|
||||||
|
int nodeGID = nodeC->rightChildID;
|
||||||
|
assert(nodeFID >= 0 && nodeFID < mNbAllocatedNodes);
|
||||||
|
assert(nodeGID >= 0 && nodeGID < mNbAllocatedNodes);
|
||||||
|
TreeNode* nodeF = mNodes + nodeFID;
|
||||||
|
TreeNode* nodeG = mNodes + nodeGID;
|
||||||
|
|
||||||
|
nodeC->leftChildID = nodeID;
|
||||||
|
nodeC->parentID = nodeA->parentID;
|
||||||
|
nodeA->parentID = nodeCID;
|
||||||
|
|
||||||
|
if (nodeC->parentID != TreeNode::NULL_TREE_NODE) {
|
||||||
|
|
||||||
|
if (mNodes[nodeC->parentID].leftChildID == nodeID) {
|
||||||
|
mNodes[nodeC->parentID].leftChildID = nodeCID;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
assert(mNodes[nodeC->parentID].rightChildID == nodeID);
|
||||||
|
mNodes[nodeC->parentID].rightChildID = nodeCID;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
mRootNodeID = nodeCID;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the right node C was higher than left node B because of the F node
|
||||||
|
if (nodeF->height > nodeG->height) {
|
||||||
|
nodeC->rightChildID = nodeFID;
|
||||||
|
nodeA->rightChildID = nodeGID;
|
||||||
|
nodeG->parentID = nodeID;
|
||||||
|
|
||||||
|
// Recompute the AABB of node A and C
|
||||||
|
nodeA->aabb.mergeTwoAABBs(nodeB->aabb, nodeG->aabb);
|
||||||
|
nodeC->aabb.mergeTwoAABBs(nodeA->aabb, nodeF->aabb);
|
||||||
|
|
||||||
|
// Recompute the height of node A and C
|
||||||
|
nodeA->height = std::max(nodeB->height, nodeG->height) + 1;
|
||||||
|
nodeC->height = std::max(nodeA->height, nodeF->height) + 1;
|
||||||
|
}
|
||||||
|
else { // If the right node C was higher than left node B because of node G
|
||||||
|
nodeC->rightChildID = nodeGID;
|
||||||
|
nodeA->rightChildID = nodeFID;
|
||||||
|
nodeF->parentID = nodeID;
|
||||||
|
|
||||||
|
// Recompute the AABB of node A and C
|
||||||
|
nodeA->aabb.mergeTwoAABBs(nodeB->aabb, nodeF->aabb);
|
||||||
|
nodeC->aabb.mergeTwoAABBs(nodeA->aabb, nodeG->aabb);
|
||||||
|
|
||||||
|
// Recompute the height of node A and C
|
||||||
|
nodeA->height = std::max(nodeB->height, nodeF->height) + 1;
|
||||||
|
nodeC->height = std::max(nodeA->height, nodeG->height) + 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Return the new root of the sub-tree
|
||||||
|
return nodeCID;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the left node B is 2 higher than right node C
|
||||||
|
if (balanceFactor < -1) {
|
||||||
|
|
||||||
|
int nodeFID = nodeB->leftChildID;
|
||||||
|
int nodeGID = nodeB->rightChildID;
|
||||||
|
assert(nodeFID >= 0 && nodeFID < mNbAllocatedNodes);
|
||||||
|
assert(nodeGID >= 0 && nodeGID < mNbAllocatedNodes);
|
||||||
|
TreeNode* nodeF = mNodes + nodeFID;
|
||||||
|
TreeNode* nodeG = mNodes + nodeGID;
|
||||||
|
|
||||||
|
nodeB->leftChildID = nodeID;
|
||||||
|
nodeB->parentID = nodeA->parentID;
|
||||||
|
nodeA->parentID = nodeBID;
|
||||||
|
|
||||||
|
if (nodeB->parentID != TreeNode::NULL_TREE_NODE) {
|
||||||
|
|
||||||
|
if (mNodes[nodeB->parentID].leftChildID == nodeID) {
|
||||||
|
mNodes[nodeB->parentID].leftChildID = nodeBID;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
assert(mNodes[nodeB->parentID].rightChildID == nodeID);
|
||||||
|
mNodes[nodeB->parentID].rightChildID = nodeBID;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
mRootNodeID = nodeBID;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the left node B was higher than right node C because of the F node
|
||||||
|
if (nodeF->height > nodeG->height) {
|
||||||
|
nodeB->rightChildID = nodeFID;
|
||||||
|
nodeA->leftChildID = nodeGID;
|
||||||
|
nodeG->parentID = nodeID;
|
||||||
|
|
||||||
|
// Recompute the AABB of node A and B
|
||||||
|
nodeA->aabb.mergeTwoAABBs(nodeC->aabb, nodeG->aabb);
|
||||||
|
nodeB->aabb.mergeTwoAABBs(nodeA->aabb, nodeF->aabb);
|
||||||
|
|
||||||
|
// Recompute the height of node A and B
|
||||||
|
nodeA->height = std::max(nodeC->height, nodeG->height) + 1;
|
||||||
|
nodeB->height = std::max(nodeA->height, nodeF->height) + 1;
|
||||||
|
}
|
||||||
|
else { // If the left node B was higher than right node C because of node G
|
||||||
|
nodeB->rightChildID = nodeGID;
|
||||||
|
nodeA->leftChildID = nodeFID;
|
||||||
|
nodeF->parentID = nodeID;
|
||||||
|
|
||||||
|
// Recompute the AABB of node A and B
|
||||||
|
nodeA->aabb.mergeTwoAABBs(nodeC->aabb, nodeF->aabb);
|
||||||
|
nodeB->aabb.mergeTwoAABBs(nodeA->aabb, nodeG->aabb);
|
||||||
|
|
||||||
|
// Recompute the height of node A and B
|
||||||
|
nodeA->height = std::max(nodeC->height, nodeF->height) + 1;
|
||||||
|
nodeB->height = std::max(nodeA->height, nodeG->height) + 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Return the new root of the sub-tree
|
||||||
|
return nodeBID;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the sub-tree is balanced, return the current root node
|
||||||
|
return nodeID;
|
||||||
|
}
|
147
src/collision/broadphase/DynamicAABBTree.h
Normal file
147
src/collision/broadphase/DynamicAABBTree.h
Normal file
|
@ -0,0 +1,147 @@
|
||||||
|
/********************************************************************************
|
||||||
|
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
|
||||||
|
* Copyright (c) 2010-2014 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_DYNAMIC_AABB_TREE_H
|
||||||
|
#define REACTPHYSICS3D_DYNAMIC_AABB_TREE_H
|
||||||
|
|
||||||
|
// Libraries
|
||||||
|
#include "../../configuration.h"
|
||||||
|
#include "../shapes/AABB.h"
|
||||||
|
#include "../shapes/CollisionShape.h"
|
||||||
|
|
||||||
|
/// Namespace ReactPhysics3D
|
||||||
|
namespace reactphysics3d {
|
||||||
|
|
||||||
|
// Structure TreeNode
|
||||||
|
/**
|
||||||
|
* This structure represents a node of the dynamic AABB tree.
|
||||||
|
*/
|
||||||
|
struct TreeNode {
|
||||||
|
|
||||||
|
// -------------------- Constants -------------------- //
|
||||||
|
|
||||||
|
/// Null tree node constant
|
||||||
|
const static int NULL_TREE_NODE;
|
||||||
|
|
||||||
|
// -------------------- Attributes -------------------- //
|
||||||
|
|
||||||
|
/// Parent node ID
|
||||||
|
int parentID;
|
||||||
|
|
||||||
|
/// Left and right child of the node
|
||||||
|
int leftChildID, rightChildID;
|
||||||
|
|
||||||
|
/// Next allocated node ID
|
||||||
|
int nextNodeID;
|
||||||
|
|
||||||
|
/// Height of the node in the tree
|
||||||
|
int height;
|
||||||
|
|
||||||
|
/// Fat axis aligned bounding box (AABB) corresponding to the node
|
||||||
|
AABB aabb;
|
||||||
|
|
||||||
|
/// Pointer to the corresponding collision shape (in case this node is a leaf)
|
||||||
|
CollisionShape* collisionShape;
|
||||||
|
|
||||||
|
// -------------------- Methods -------------------- //
|
||||||
|
|
||||||
|
/// Return true if the node is a leaf of the tree
|
||||||
|
bool isLeaf() const;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Class DynamicAABBTree
|
||||||
|
/**
|
||||||
|
* This class implements a dynamic AABB tree that is used for broad-phase
|
||||||
|
* collision detection. This data structure is inspired by Nathanael Presson's
|
||||||
|
* dynamic tree implementation in BulletPhysics. The following implementation is
|
||||||
|
* based on the one from Erin Catto in Box2D as described in the book
|
||||||
|
* "Introduction to Game Physics with Box2D" by Ian Parberry.
|
||||||
|
*/
|
||||||
|
class DynamicAABBTree {
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
// -------------------- Attributes -------------------- //
|
||||||
|
|
||||||
|
/// Pointer to the memory location of the nodes of the tree
|
||||||
|
TreeNode* mNodes;
|
||||||
|
|
||||||
|
/// ID of the root node of the tree
|
||||||
|
int mRootNodeID;
|
||||||
|
|
||||||
|
/// ID of the first node of the list of free (allocated) nodes in the tree that we can use
|
||||||
|
int mFreeNodeID;
|
||||||
|
|
||||||
|
/// Number of allocated nodes in the tree
|
||||||
|
int mNbAllocatedNodes;
|
||||||
|
|
||||||
|
/// Number of nodes in the tree
|
||||||
|
int mNbNodes;
|
||||||
|
|
||||||
|
// -------------------- Methods -------------------- //
|
||||||
|
|
||||||
|
/// Allocate and return a node to use in the tree
|
||||||
|
int allocateNode();
|
||||||
|
|
||||||
|
/// Release a node
|
||||||
|
void releaseNode(int nodeID);
|
||||||
|
|
||||||
|
/// Insert a leaf node in the tree
|
||||||
|
void insertLeafNode(int nodeID);
|
||||||
|
|
||||||
|
/// Remove a leaf node from the tree
|
||||||
|
void removeLeafNode(int nodeID);
|
||||||
|
|
||||||
|
/// Balance the sub-tree of a given node using left or right rotations.
|
||||||
|
int balanceSubTreeAtNode(int nodeID);
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
// -------------------- Methods -------------------- //
|
||||||
|
|
||||||
|
/// Constructor
|
||||||
|
DynamicAABBTree();
|
||||||
|
|
||||||
|
/// Destructor
|
||||||
|
~DynamicAABBTree();
|
||||||
|
|
||||||
|
/// Add an object into the tree
|
||||||
|
int addObject(CollisionShape* collisionShape, const AABB& aabb);
|
||||||
|
|
||||||
|
/// Remove an object from the tree
|
||||||
|
void removeObject(int nodeID);
|
||||||
|
|
||||||
|
/// Update the dynamic tree after an object has moved.
|
||||||
|
bool updateObject(int nodeID, const AABB &newAABB, const Vector3 &displacement);
|
||||||
|
};
|
||||||
|
|
||||||
|
// Return true if the node is a leaf of the tree
|
||||||
|
inline bool TreeNode::isLeaf() const {
|
||||||
|
return leftChildID == NULL_TREE_NODE;
|
||||||
|
}
|
||||||
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|
||||||
|
}
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||||||
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|
||||||
|
#endif
|
|
@ -42,8 +42,39 @@ AABB::AABB(const Vector3& minCoordinates, const Vector3& maxCoordinates)
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Copy-constructor
|
||||||
|
AABB::AABB(const AABB& aabb)
|
||||||
|
: mMinCoordinates(aabb.mMinCoordinates), mMaxCoordinates(aabb.mMaxCoordinates) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
// Destructor
|
// Destructor
|
||||||
AABB::~AABB() {
|
AABB::~AABB() {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Replace the current AABB with a new AABB that is the union of two AABBs in parameters
|
||||||
|
void AABB::mergeTwoAABBs(const AABB& aabb1, const AABB& aabb2) {
|
||||||
|
mMinCoordinates.x = std::min(aabb1.mMinCoordinates.x, aabb2.mMinCoordinates.x);
|
||||||
|
mMinCoordinates.y = std::min(aabb1.mMinCoordinates.y, aabb2.mMinCoordinates.y);
|
||||||
|
mMinCoordinates.z = std::min(aabb1.mMinCoordinates.z, aabb2.mMinCoordinates.z);
|
||||||
|
|
||||||
|
mMaxCoordinates.x = std::max(aabb1.mMaxCoordinates.x, aabb2.mMaxCoordinates.x);
|
||||||
|
mMaxCoordinates.y = std::max(aabb1.mMaxCoordinates.y, aabb2.mMaxCoordinates.y);
|
||||||
|
mMaxCoordinates.z = std::max(aabb1.mMaxCoordinates.z, aabb2.mMaxCoordinates.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Return true if the current AABB contains the AABB given in parameter
|
||||||
|
bool AABB::contains(const AABB& aabb) {
|
||||||
|
|
||||||
|
bool isInside = true;
|
||||||
|
isInside = isInside && mMinCoordinates.x <= aabb.mMinCoordinates.x;
|
||||||
|
isInside = isInside && mMinCoordinates.y <= aabb.mMinCoordinates.y;
|
||||||
|
isInside = isInside && mMinCoordinates.z <= aabb.mMinCoordinates.z;
|
||||||
|
|
||||||
|
isInside = isInside && mMaxCoordinates.x >= aabb.mMaxCoordinates.x;
|
||||||
|
isInside = isInside && mMaxCoordinates.y >= aabb.mMaxCoordinates.y;
|
||||||
|
isInside = isInside && mMaxCoordinates.z >= aabb.mMaxCoordinates.z;
|
||||||
|
return isInside;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
|
@ -31,9 +31,6 @@
|
||||||
|
|
||||||
/// ReactPhysics3D namespace
|
/// ReactPhysics3D namespace
|
||||||
namespace reactphysics3d {
|
namespace reactphysics3d {
|
||||||
|
|
||||||
// Declaration
|
|
||||||
class Body;
|
|
||||||
|
|
||||||
// Class AABB
|
// Class AABB
|
||||||
/**
|
/**
|
||||||
|
@ -54,17 +51,6 @@ class AABB {
|
||||||
/// Maximum world coordinates of the AABB on the x,y and z axis
|
/// Maximum world coordinates of the AABB on the x,y and z axis
|
||||||
Vector3 mMaxCoordinates;
|
Vector3 mMaxCoordinates;
|
||||||
|
|
||||||
// -------------------- Methods -------------------- //
|
|
||||||
|
|
||||||
/// Private copy-constructor
|
|
||||||
AABB(const AABB& aabb);
|
|
||||||
|
|
||||||
/// Private assignment operator
|
|
||||||
AABB& operator=(const AABB& aabb);
|
|
||||||
|
|
||||||
/// Constructor
|
|
||||||
AABB(const Transform& transform, const Vector3& extents);
|
|
||||||
|
|
||||||
public :
|
public :
|
||||||
|
|
||||||
// -------------------- Methods -------------------- //
|
// -------------------- Methods -------------------- //
|
||||||
|
@ -75,10 +61,11 @@ class AABB {
|
||||||
/// Constructor
|
/// Constructor
|
||||||
AABB(const Vector3& minCoordinates, const Vector3& maxCoordinates);
|
AABB(const Vector3& minCoordinates, const Vector3& maxCoordinates);
|
||||||
|
|
||||||
|
/// Copy-constructor
|
||||||
|
AABB(const AABB& aabb);
|
||||||
|
|
||||||
/// Destructor
|
/// Destructor
|
||||||
virtual ~AABB();
|
~AABB();
|
||||||
|
|
||||||
/// Return the center point
|
/// Return the center point
|
||||||
Vector3 getCenter() const;
|
Vector3 getCenter() const;
|
||||||
|
@ -97,11 +84,27 @@ class AABB {
|
||||||
|
|
||||||
/// Return true if the current AABB is overlapping with the AABB in argument
|
/// Return true if the current AABB is overlapping with the AABB in argument
|
||||||
bool testCollision(const AABB& aabb) const;
|
bool testCollision(const AABB& aabb) const;
|
||||||
|
|
||||||
|
/// Return the volume of the AABB
|
||||||
|
decimal getVolume() const;
|
||||||
|
|
||||||
|
/// Replace the current AABB with a new AABB that is the union of two AABBs in parameters
|
||||||
|
void mergeTwoAABBs(const AABB& aabb1, const AABB& aabb2);
|
||||||
|
|
||||||
|
/// Return true if the current AABB contains the AABB given in parameter
|
||||||
|
bool contains(const AABB& aabb);
|
||||||
|
|
||||||
|
/// Assignment operator
|
||||||
|
AABB& operator=(const AABB& aabb);
|
||||||
|
|
||||||
|
// -------------------- Friendship -------------------- //
|
||||||
|
|
||||||
|
friend class DynamicAABBTree;
|
||||||
};
|
};
|
||||||
|
|
||||||
// Return the center point of the AABB in world coordinates
|
// Return the center point of the AABB in world coordinates
|
||||||
inline Vector3 AABB::getCenter() const {
|
inline Vector3 AABB::getCenter() const {
|
||||||
return (mMinCoordinates + mMaxCoordinates) * 0.5;
|
return (mMinCoordinates + mMaxCoordinates) * decimal(0.5);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Return the minimum coordinates of the AABB
|
// Return the minimum coordinates of the AABB
|
||||||
|
@ -119,7 +122,7 @@ inline const Vector3& AABB::getMax() const {
|
||||||
return mMaxCoordinates;
|
return mMaxCoordinates;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Set the maximum coordinates of the AABB
|
// Set the maximum coordinates of the AABB
|
||||||
inline void AABB::setMax(const Vector3& max) {
|
inline void AABB::setMax(const Vector3& max) {
|
||||||
mMaxCoordinates = max;
|
mMaxCoordinates = max;
|
||||||
}
|
}
|
||||||
|
@ -136,6 +139,21 @@ inline bool AABB::testCollision(const AABB& aabb) const {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Return the volume of the AABB
|
||||||
|
inline decimal AABB::getVolume() const {
|
||||||
|
const Vector3 diff = mMaxCoordinates - mMinCoordinates;
|
||||||
|
return (diff.x * diff.y * diff.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Assignment operator
|
||||||
|
inline AABB& AABB::operator=(const AABB& aabb) {
|
||||||
|
if (this != &aabb) {
|
||||||
|
mMinCoordinates = aabb.mMinCoordinates;
|
||||||
|
mMaxCoordinates = aabb.mMaxCoordinates;
|
||||||
|
}
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -121,6 +121,15 @@ const decimal DEFAULT_SLEEP_LINEAR_VELOCITY = decimal(0.02);
|
||||||
/// might enter sleeping mode
|
/// might enter sleeping mode
|
||||||
const decimal DEFAULT_SLEEP_ANGULAR_VELOCITY = decimal(3.0 * (PI / 180.0));
|
const decimal DEFAULT_SLEEP_ANGULAR_VELOCITY = decimal(3.0 * (PI / 180.0));
|
||||||
|
|
||||||
|
/// In the broad-phase collision detection (dynamic AABB tree), the AABBs are
|
||||||
|
/// fatten to allow the collision shape to move a little bit without triggering
|
||||||
|
/// a large modification of the tree which can be costly
|
||||||
|
const decimal DYNAMIC_TREE_AABB_GAP = decimal(0.1);
|
||||||
|
|
||||||
|
/// In the dynamic AABB tree, we multiply this factor by the displacement of
|
||||||
|
/// an object that has moved to recompute a new fat AABB
|
||||||
|
const decimal AABB_DISPLACEMENT_MULTIPLIER = decimal(2.0);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
Loading…
Reference in New Issue
Block a user