Allow the user to use custom collision detection algorithm
This commit is contained in:
parent
7ce44f9775
commit
c76e5247aa
|
@ -53,6 +53,9 @@ SET (REACTPHYSICS3D_SOURCES
|
|||
"src/collision/broadphase/BroadPhaseAlgorithm.cpp"
|
||||
"src/collision/broadphase/DynamicAABBTree.h"
|
||||
"src/collision/broadphase/DynamicAABBTree.cpp"
|
||||
"src/collision/narrowphase/CollisionDispatch.h"
|
||||
"src/collision/narrowphase/DefaultCollisionDispatch.h"
|
||||
"src/collision/narrowphase/DefaultCollisionDispatch.cpp"
|
||||
"src/collision/narrowphase/EPA/EdgeEPA.h"
|
||||
"src/collision/narrowphase/EPA/EdgeEPA.cpp"
|
||||
"src/collision/narrowphase/EPA/EPAAlgorithm.h"
|
||||
|
|
|
@ -42,11 +42,15 @@ using namespace std;
|
|||
|
||||
// Constructor
|
||||
CollisionDetection::CollisionDetection(CollisionWorld* world, MemoryAllocator& memoryAllocator)
|
||||
: mWorld(world), mBroadPhaseAlgorithm(*this),
|
||||
mNarrowPhaseGJKAlgorithm(memoryAllocator),
|
||||
mNarrowPhaseSphereVsSphereAlgorithm(memoryAllocator),
|
||||
: mMemoryAllocator(memoryAllocator),
|
||||
mWorld(world), mBroadPhaseAlgorithm(*this),
|
||||
mIsCollisionShapesAdded(false) {
|
||||
|
||||
// Set the default collision dispatch configuration
|
||||
setCollisionDispatch(&mDefaultCollisionDispatch);
|
||||
|
||||
// Fill-in the collision detection matrix with algorithms
|
||||
fillInCollisionMatrix();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
|
@ -209,16 +213,16 @@ void CollisionDetection::computeNarrowPhase() {
|
|||
if (mNoCollisionPairs.count(bodiesIndex) > 0) continue;
|
||||
|
||||
// Select the narrow phase algorithm to use according to the two collision shapes
|
||||
NarrowPhaseAlgorithm& narrowPhaseAlgorithm = selectNarrowPhaseAlgorithm(
|
||||
shape1->getCollisionShape(),
|
||||
shape2->getCollisionShape());
|
||||
const CollisionShapeType shape1Type = shape1->getCollisionShape()->getType();
|
||||
const CollisionShapeType shape2Type = shape2->getCollisionShape()->getType();
|
||||
NarrowPhaseAlgorithm* narrowPhaseAlgorithm = mCollisionMatrix[shape1Type][shape2Type];
|
||||
|
||||
// Notify the narrow-phase algorithm about the overlapping pair we are going to test
|
||||
narrowPhaseAlgorithm.setCurrentOverlappingPair(pair);
|
||||
narrowPhaseAlgorithm->setCurrentOverlappingPair(pair);
|
||||
|
||||
// Use the narrow-phase collision detection algorithm to check
|
||||
// if there really is a collision
|
||||
if (narrowPhaseAlgorithm.testCollision(shape1, shape2, contactInfo)) {
|
||||
if (narrowPhaseAlgorithm->testCollision(shape1, shape2, contactInfo)) {
|
||||
assert(contactInfo != NULL);
|
||||
|
||||
// If it is the first contact since the pair are overlapping
|
||||
|
@ -316,16 +320,16 @@ void CollisionDetection::computeNarrowPhaseBetweenShapes(CollisionCallback* call
|
|||
if (body1->isSleeping() && body2->isSleeping()) continue;
|
||||
|
||||
// Select the narrow phase algorithm to use according to the two collision shapes
|
||||
NarrowPhaseAlgorithm& narrowPhaseAlgorithm = selectNarrowPhaseAlgorithm(
|
||||
shape1->getCollisionShape(),
|
||||
shape2->getCollisionShape());
|
||||
const CollisionShapeType shape1Type = shape1->getCollisionShape()->getType();
|
||||
const CollisionShapeType shape2Type = shape2->getCollisionShape()->getType();
|
||||
NarrowPhaseAlgorithm* narrowPhaseAlgorithm = mCollisionMatrix[shape1Type][shape2Type];
|
||||
|
||||
// Notify the narrow-phase algorithm about the overlapping pair we are going to test
|
||||
narrowPhaseAlgorithm.setCurrentOverlappingPair(pair);
|
||||
narrowPhaseAlgorithm->setCurrentOverlappingPair(pair);
|
||||
|
||||
// Use the narrow-phase collision detection algorithm to check
|
||||
// if there really is a collision
|
||||
if (narrowPhaseAlgorithm.testCollision(shape1, shape2, contactInfo)) {
|
||||
if (narrowPhaseAlgorithm->testCollision(shape1, shape2, contactInfo)) {
|
||||
assert(contactInfo != NULL);
|
||||
|
||||
// Create a new contact
|
||||
|
@ -452,3 +456,15 @@ void CollisionDetection::clearContactPoints() {
|
|||
it->second->clearContactPoints();
|
||||
}
|
||||
}
|
||||
|
||||
// Fill-in the collision detection matrix
|
||||
void CollisionDetection::fillInCollisionMatrix() {
|
||||
|
||||
// For each possible type of collision shape
|
||||
for (int i=0; i<NB_COLLISION_SHAPE_TYPES; i++) {
|
||||
for (int j=0; j<NB_COLLISION_SHAPE_TYPES; j++) {
|
||||
mCollisionMatrix[i][j] = mCollisionDispatch->selectAlgorithm(i, j);
|
||||
assert(mCollisionMatrix[i][j] != NULL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -30,8 +30,7 @@
|
|||
#include "body/CollisionBody.h"
|
||||
#include "broadphase/BroadPhaseAlgorithm.h"
|
||||
#include "engine/OverlappingPair.h"
|
||||
#include "narrowphase/GJK/GJKAlgorithm.h"
|
||||
#include "narrowphase/SphereVsSphereAlgorithm.h"
|
||||
#include "narrowphase/DefaultCollisionDispatch.h"
|
||||
#include "memory/MemoryAllocator.h"
|
||||
#include "constraint/ContactPoint.h"
|
||||
#include <vector>
|
||||
|
@ -60,6 +59,18 @@ class CollisionDetection {
|
|||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
||||
/// Collision Detection Dispatch configuration
|
||||
CollisionDispatch* mCollisionDispatch;
|
||||
|
||||
/// Default collision dispatch configuration
|
||||
DefaultCollisionDispatch mDefaultCollisionDispatch;
|
||||
|
||||
/// Collision detection matrix (algorithms to use)
|
||||
NarrowPhaseAlgorithm* mCollisionMatrix[NB_COLLISION_SHAPE_TYPES][NB_COLLISION_SHAPE_TYPES];
|
||||
|
||||
/// Reference to the memory allocator
|
||||
MemoryAllocator& mMemoryAllocator;
|
||||
|
||||
/// Pointer to the physics world
|
||||
CollisionWorld* mWorld;
|
||||
|
||||
|
@ -70,9 +81,11 @@ class CollisionDetection {
|
|||
BroadPhaseAlgorithm mBroadPhaseAlgorithm;
|
||||
|
||||
/// Narrow-phase GJK algorithm
|
||||
// TODO : Delete this
|
||||
GJKAlgorithm mNarrowPhaseGJKAlgorithm;
|
||||
|
||||
/// Narrow-phase Sphere vs Sphere algorithm
|
||||
// TODO : Delete this
|
||||
SphereVsSphereAlgorithm mNarrowPhaseSphereVsSphereAlgorithm;
|
||||
|
||||
/// Set of pair of bodies that cannot collide between each other
|
||||
|
@ -95,10 +108,6 @@ class CollisionDetection {
|
|||
/// Compute the narrow-phase collision detection
|
||||
void computeNarrowPhase();
|
||||
|
||||
/// Select the narrow phase algorithm to use given two collision shapes
|
||||
NarrowPhaseAlgorithm& selectNarrowPhaseAlgorithm(const CollisionShape* collisionShape1,
|
||||
const CollisionShape* collisionShape2);
|
||||
|
||||
/// Create a new contact
|
||||
void createContact(OverlappingPair* overlappingPair, const ContactPointInfo* contactInfo);
|
||||
|
||||
|
@ -110,6 +119,9 @@ class CollisionDetection {
|
|||
/// Delete all the contact points in the currently overlapping pairs
|
||||
void clearContactPoints();
|
||||
|
||||
/// Fill-in the collision detection matrix
|
||||
void fillInCollisionMatrix();
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -120,6 +132,9 @@ class CollisionDetection {
|
|||
/// Destructor
|
||||
~CollisionDetection();
|
||||
|
||||
/// Set the collision dispatch configuration
|
||||
void setCollisionDispatch(CollisionDispatch* collisionDispatch);
|
||||
|
||||
/// Add a proxy collision shape to the collision detection
|
||||
void addProxyCollisionShape(ProxyShape* proxyShape, const AABB& aabb);
|
||||
|
||||
|
@ -178,18 +193,14 @@ class CollisionDetection {
|
|||
friend class ConvexMeshShape;
|
||||
};
|
||||
|
||||
// Select the narrow-phase collision algorithm to use given two collision shapes
|
||||
inline NarrowPhaseAlgorithm& CollisionDetection::selectNarrowPhaseAlgorithm(
|
||||
const CollisionShape* collisionShape1,
|
||||
const CollisionShape* collisionShape2) {
|
||||
/// Set the collision dispatch configuration
|
||||
inline void CollisionDetection::setCollisionDispatch(CollisionDispatch* collisionDispatch) {
|
||||
mCollisionDispatch = collisionDispatch;
|
||||
|
||||
// Sphere vs Sphere algorithm
|
||||
if (collisionShape1->getType() == SPHERE && collisionShape2->getType() == SPHERE) {
|
||||
return mNarrowPhaseSphereVsSphereAlgorithm;
|
||||
}
|
||||
else { // GJK algorithm
|
||||
return mNarrowPhaseGJKAlgorithm;
|
||||
}
|
||||
mCollisionDispatch->init(&mMemoryAllocator);
|
||||
|
||||
// Fill-in the collision matrix with the new algorithms to use
|
||||
fillInCollisionMatrix();
|
||||
}
|
||||
|
||||
// Add a body to the collision detection
|
||||
|
|
66
src/collision/narrowphase/CollisionDispatch.h
Normal file
66
src/collision/narrowphase/CollisionDispatch.h
Normal file
|
@ -0,0 +1,66 @@
|
|||
/********************************************************************************
|
||||
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
|
||||
* Copyright (c) 2010-2015 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_COLLISION_DISPATCH_H
|
||||
#define REACTPHYSICS3D_COLLISION_DISPATCH_H
|
||||
|
||||
// Libraries
|
||||
#include "NarrowPhaseAlgorithm.h"
|
||||
|
||||
namespace reactphysics3d {
|
||||
|
||||
// Class CollisionDispatch
|
||||
/**
|
||||
* This is the abstract base class for dispatching the narrow-phase
|
||||
* collision detection algorithm. Collision dispatching decides which collision
|
||||
* algorithm to use given two types of proxy collision shapes.
|
||||
*/
|
||||
class CollisionDispatch {
|
||||
|
||||
protected:
|
||||
|
||||
public:
|
||||
|
||||
/// Constructor
|
||||
CollisionDispatch() {}
|
||||
|
||||
/// Destructor
|
||||
virtual ~CollisionDispatch() {}
|
||||
|
||||
/// Initialize the collision dispatch configuration
|
||||
virtual void init(MemoryAllocator* memoryAllocator) {
|
||||
|
||||
}
|
||||
|
||||
/// Select and return the narrow-phase collision detection algorithm to
|
||||
/// use between two types of collision shapes.
|
||||
virtual NarrowPhaseAlgorithm* selectAlgorithm(int shape1Type,
|
||||
int shape2Type)=0;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
61
src/collision/narrowphase/DefaultCollisionDispatch.cpp
Normal file
61
src/collision/narrowphase/DefaultCollisionDispatch.cpp
Normal file
|
@ -0,0 +1,61 @@
|
|||
/********************************************************************************
|
||||
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
|
||||
* Copyright (c) 2010-2015 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 "DefaultCollisionDispatch.h"
|
||||
|
||||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
DefaultCollisionDispatch::DefaultCollisionDispatch() {
|
||||
|
||||
}
|
||||
|
||||
// Destructor
|
||||
DefaultCollisionDispatch::~DefaultCollisionDispatch() {
|
||||
|
||||
}
|
||||
|
||||
/// Initialize the collision dispatch configuration
|
||||
void DefaultCollisionDispatch::init(MemoryAllocator* memoryAllocator) {
|
||||
|
||||
// Initialize the collision algorithms
|
||||
mSphereVsSphereAlgorithm.init(memoryAllocator);
|
||||
mGJKAlgorithm.init(memoryAllocator);
|
||||
}
|
||||
|
||||
// Select and return the narrow-phase collision detection algorithm to
|
||||
// use between two types of collision shapes.
|
||||
NarrowPhaseAlgorithm* DefaultCollisionDispatch::selectAlgorithm(int shape1Type,
|
||||
int shape2Type) {
|
||||
|
||||
// Sphere vs Sphere algorithm
|
||||
if (shape1Type == SPHERE && shape2Type == SPHERE) {
|
||||
return &mSphereVsSphereAlgorithm;
|
||||
}
|
||||
else { // GJK algorithm
|
||||
return &mGJKAlgorithm;
|
||||
}
|
||||
}
|
74
src/collision/narrowphase/DefaultCollisionDispatch.h
Normal file
74
src/collision/narrowphase/DefaultCollisionDispatch.h
Normal file
|
@ -0,0 +1,74 @@
|
|||
/********************************************************************************
|
||||
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
|
||||
* Copyright (c) 2010-2015 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_DEFAULT_COLLISION_DISPATCH_H
|
||||
#define REACTPHYSICS3D_DEFAULT_COLLISION_DISPATCH_H
|
||||
|
||||
// Libraries
|
||||
#include "CollisionDispatch.h"
|
||||
#include "SphereVsSphereAlgorithm.h"
|
||||
#include "GJK/GJKAlgorithm.h"
|
||||
|
||||
namespace reactphysics3d {
|
||||
|
||||
// Class DefaultCollisionDispatch
|
||||
/**
|
||||
* This is the default collision dispatch configuration use in ReactPhysics3D.
|
||||
* Collision dispatching decides which collision
|
||||
* algorithm to use given two types of proxy collision shapes.
|
||||
*/
|
||||
class DefaultCollisionDispatch : public CollisionDispatch {
|
||||
|
||||
protected:
|
||||
|
||||
/// Sphere vs Sphere collision algorithm
|
||||
SphereVsSphereAlgorithm mSphereVsSphereAlgorithm;
|
||||
|
||||
/// GJK Algorithm
|
||||
GJKAlgorithm mGJKAlgorithm;
|
||||
|
||||
public:
|
||||
|
||||
/// Constructor
|
||||
DefaultCollisionDispatch();
|
||||
|
||||
/// Destructor
|
||||
virtual ~DefaultCollisionDispatch();
|
||||
|
||||
/// Initialize the collision dispatch configuration
|
||||
virtual void init(MemoryAllocator* memoryAllocator);
|
||||
|
||||
/// Select and return the narrow-phase collision detection algorithm to
|
||||
/// use between two types of collision shapes.
|
||||
virtual NarrowPhaseAlgorithm* selectAlgorithm(int shape1Type,
|
||||
int shape2Type);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
|
@ -32,8 +32,7 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
EPAAlgorithm::EPAAlgorithm(MemoryAllocator& memoryAllocator)
|
||||
: mMemoryAllocator(memoryAllocator) {
|
||||
EPAAlgorithm::EPAAlgorithm() {
|
||||
|
||||
}
|
||||
|
||||
|
@ -418,7 +417,7 @@ bool EPAAlgorithm::computePenetrationDepthAndContactPoints(const Simplex& simple
|
|||
assert(penetrationDepth > 0.0);
|
||||
|
||||
// Create the contact info object
|
||||
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
|
||||
contactInfo = new (mMemoryAllocator->allocate(sizeof(ContactPointInfo)))
|
||||
ContactPointInfo(collisionShape1, collisionShape2, normal,
|
||||
penetrationDepth, pALocal, pBLocal);
|
||||
|
||||
|
|
|
@ -86,7 +86,7 @@ class EPAAlgorithm {
|
|||
// -------------------- Attributes -------------------- //
|
||||
|
||||
/// Reference to the memory allocator
|
||||
MemoryAllocator& mMemoryAllocator;
|
||||
MemoryAllocator* mMemoryAllocator;
|
||||
|
||||
/// Triangle comparison operator
|
||||
TriangleComparison mTriangleComparison;
|
||||
|
@ -112,11 +112,14 @@ class EPAAlgorithm {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
EPAAlgorithm(MemoryAllocator& memoryAllocator);
|
||||
EPAAlgorithm();
|
||||
|
||||
/// Destructor
|
||||
~EPAAlgorithm();
|
||||
|
||||
/// Initalize the algorithm
|
||||
void init(MemoryAllocator* memoryAllocator);
|
||||
|
||||
/// Compute the penetration depth with EPA algorithm.
|
||||
bool computePenetrationDepthAndContactPoints(const Simplex& simplex,
|
||||
ProxyShape* collisionShape1,
|
||||
|
@ -144,6 +147,11 @@ inline void EPAAlgorithm::addFaceCandidate(TriangleEPA* triangle, TriangleEPA**
|
|||
}
|
||||
}
|
||||
|
||||
// Initalize the algorithm
|
||||
inline void EPAAlgorithm::init(MemoryAllocator* memoryAllocator) {
|
||||
mMemoryAllocator = memoryAllocator;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -37,8 +37,7 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
GJKAlgorithm::GJKAlgorithm(MemoryAllocator& memoryAllocator)
|
||||
:NarrowPhaseAlgorithm(memoryAllocator), mAlgoEPA(memoryAllocator) {
|
||||
GJKAlgorithm::GJKAlgorithm() : NarrowPhaseAlgorithm() {
|
||||
|
||||
}
|
||||
|
||||
|
@ -140,7 +139,7 @@ bool GJKAlgorithm::testCollision(ProxyShape* collisionShape1, ProxyShape* collis
|
|||
if (penetrationDepth <= 0.0) return false;
|
||||
|
||||
// Create the contact info object
|
||||
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
|
||||
contactInfo = new (mMemoryAllocator->allocate(sizeof(ContactPointInfo)))
|
||||
ContactPointInfo(collisionShape1, collisionShape2, normal,
|
||||
penetrationDepth, pA, pB);
|
||||
|
||||
|
@ -172,7 +171,7 @@ bool GJKAlgorithm::testCollision(ProxyShape* collisionShape1, ProxyShape* collis
|
|||
if (penetrationDepth <= 0.0) return false;
|
||||
|
||||
// Create the contact info object
|
||||
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
|
||||
contactInfo = new (mMemoryAllocator->allocate(sizeof(ContactPointInfo)))
|
||||
ContactPointInfo(collisionShape1, collisionShape2, normal,
|
||||
penetrationDepth, pA, pB);
|
||||
|
||||
|
@ -202,7 +201,7 @@ bool GJKAlgorithm::testCollision(ProxyShape* collisionShape1, ProxyShape* collis
|
|||
if (penetrationDepth <= 0.0) return false;
|
||||
|
||||
// Create the contact info object
|
||||
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
|
||||
contactInfo = new (mMemoryAllocator->allocate(sizeof(ContactPointInfo)))
|
||||
ContactPointInfo(collisionShape1, collisionShape2, normal,
|
||||
penetrationDepth, pA, pB);
|
||||
|
||||
|
@ -239,7 +238,7 @@ bool GJKAlgorithm::testCollision(ProxyShape* collisionShape1, ProxyShape* collis
|
|||
if (penetrationDepth <= 0.0) return false;
|
||||
|
||||
// Create the contact info object
|
||||
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
|
||||
contactInfo = new (mMemoryAllocator->allocate(sizeof(ContactPointInfo)))
|
||||
ContactPointInfo(collisionShape1, collisionShape2, normal,
|
||||
penetrationDepth, pA, pB);
|
||||
|
||||
|
|
|
@ -86,11 +86,14 @@ class GJKAlgorithm : public NarrowPhaseAlgorithm {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
GJKAlgorithm(MemoryAllocator& memoryAllocator);
|
||||
GJKAlgorithm();
|
||||
|
||||
/// Destructor
|
||||
~GJKAlgorithm();
|
||||
|
||||
/// Initalize the algorithm
|
||||
virtual void init(MemoryAllocator* memoryAllocator);
|
||||
|
||||
/// Return true and compute a contact info if the two bounding volumes collide.
|
||||
virtual bool testCollision(ProxyShape* collisionShape1, ProxyShape* collisionShape2,
|
||||
ContactPointInfo*& contactInfo);
|
||||
|
@ -102,6 +105,12 @@ class GJKAlgorithm : public NarrowPhaseAlgorithm {
|
|||
bool raycast(const Ray& ray, ProxyShape* collisionShape, RaycastInfo& raycastInfo);
|
||||
};
|
||||
|
||||
// Initalize the algorithm
|
||||
inline void GJKAlgorithm::init(MemoryAllocator* memoryAllocator) {
|
||||
NarrowPhaseAlgorithm::init(memoryAllocator);
|
||||
mAlgoEPA.init(memoryAllocator);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -30,8 +30,8 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
NarrowPhaseAlgorithm::NarrowPhaseAlgorithm(MemoryAllocator& memoryAllocator)
|
||||
:mMemoryAllocator(memoryAllocator), mCurrentOverlappingPair(NULL) {
|
||||
NarrowPhaseAlgorithm::NarrowPhaseAlgorithm()
|
||||
: mMemoryAllocator(NULL), mCurrentOverlappingPair(NULL) {
|
||||
|
||||
}
|
||||
|
||||
|
@ -39,3 +39,8 @@ NarrowPhaseAlgorithm::NarrowPhaseAlgorithm(MemoryAllocator& memoryAllocator)
|
|||
NarrowPhaseAlgorithm::~NarrowPhaseAlgorithm() {
|
||||
|
||||
}
|
||||
|
||||
// Initalize the algorithm
|
||||
void NarrowPhaseAlgorithm::init(MemoryAllocator* memoryAllocator) {
|
||||
mMemoryAllocator = memoryAllocator;
|
||||
}
|
||||
|
|
|
@ -38,10 +38,9 @@ namespace reactphysics3d {
|
|||
|
||||
// Class NarrowPhaseAlgorithm
|
||||
/**
|
||||
* This class is an abstract class that represents an algorithm
|
||||
* used to perform the narrow-phase of a collision detection. The
|
||||
* goal of the narrow phase algorithm is to compute contact
|
||||
* informations of a collision between two bodies.
|
||||
* This abstract class is the base class for a narrow-phase collision
|
||||
* detection algorithm. The goal of the narrow phase algorithm is to
|
||||
* compute information about the contact between two proxy shapes.
|
||||
*/
|
||||
class NarrowPhaseAlgorithm {
|
||||
|
||||
|
@ -49,8 +48,8 @@ class NarrowPhaseAlgorithm {
|
|||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
||||
/// Reference to the memory allocator
|
||||
MemoryAllocator& mMemoryAllocator;
|
||||
/// Pointer to the memory allocator
|
||||
MemoryAllocator* mMemoryAllocator;
|
||||
|
||||
/// Overlapping pair of the bodies currently tested for collision
|
||||
OverlappingPair* mCurrentOverlappingPair;
|
||||
|
@ -68,11 +67,14 @@ class NarrowPhaseAlgorithm {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
NarrowPhaseAlgorithm(MemoryAllocator& memoryAllocator);
|
||||
NarrowPhaseAlgorithm();
|
||||
|
||||
/// Destructor
|
||||
virtual ~NarrowPhaseAlgorithm();
|
||||
|
||||
/// Initalize the algorithm
|
||||
virtual void init(MemoryAllocator* memoryAllocator);
|
||||
|
||||
/// Set the current overlapping pair of bodies
|
||||
void setCurrentOverlappingPair(OverlappingPair* overlappingPair);
|
||||
|
||||
|
|
|
@ -31,8 +31,7 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
SphereVsSphereAlgorithm::SphereVsSphereAlgorithm(MemoryAllocator& memoryAllocator)
|
||||
:NarrowPhaseAlgorithm(memoryAllocator) {
|
||||
SphereVsSphereAlgorithm::SphereVsSphereAlgorithm() : NarrowPhaseAlgorithm() {
|
||||
|
||||
}
|
||||
|
||||
|
@ -75,7 +74,7 @@ bool SphereVsSphereAlgorithm::testCollision(ProxyShape* collisionShape1,
|
|||
decimal penetrationDepth = sumRadius - std::sqrt(squaredDistanceBetweenCenters);
|
||||
|
||||
// Create the contact info object
|
||||
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
|
||||
contactInfo = new (mMemoryAllocator->allocate(sizeof(ContactPointInfo)))
|
||||
ContactPointInfo(collisionShape1, collisionShape2,
|
||||
vectorBetweenCenters.getUnit(), penetrationDepth,
|
||||
intersectionOnBody1, intersectionOnBody2);
|
||||
|
|
|
@ -57,7 +57,7 @@ class SphereVsSphereAlgorithm : public NarrowPhaseAlgorithm {
|
|||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Constructor
|
||||
SphereVsSphereAlgorithm(MemoryAllocator& memoryAllocator);
|
||||
SphereVsSphereAlgorithm();
|
||||
|
||||
/// Destructor
|
||||
virtual ~SphereVsSphereAlgorithm();
|
||||
|
|
|
@ -41,6 +41,7 @@ namespace reactphysics3d {
|
|||
|
||||
/// Type of the collision shape
|
||||
enum CollisionShapeType {BOX, SPHERE, CONE, CYLINDER, CAPSULE, CONVEX_MESH};
|
||||
const int NB_COLLISION_SHAPE_TYPES = 6;
|
||||
|
||||
// Declarations
|
||||
class ProxyShape;
|
||||
|
|
|
@ -123,6 +123,9 @@ class CollisionWorld {
|
|||
/// Destroy a collision body
|
||||
void destroyCollisionBody(CollisionBody* collisionBody);
|
||||
|
||||
/// Set the collision dispatch configuration
|
||||
void setCollisionDispatch(CollisionDispatch* collisionDispatch);
|
||||
|
||||
/// Ray cast method
|
||||
void raycast(const Ray& ray, RaycastCallback* raycastCallback,
|
||||
unsigned short raycastWithCategoryMaskBits = 0xFFFF) const;
|
||||
|
@ -182,6 +185,17 @@ inline std::set<CollisionBody*>::iterator CollisionWorld::getBodiesEndIterator()
|
|||
return mBodies.end();
|
||||
}
|
||||
|
||||
// Set the collision dispatch configuration
|
||||
/// This can be used to replace default collision detection algorithms by your
|
||||
/// custom algorithm for instance.
|
||||
/**
|
||||
* @param CollisionDispatch Pointer to a collision dispatch object describing
|
||||
* which collision detection algorithm to use for two given collision shapes
|
||||
*/
|
||||
inline void CollisionWorld::setCollisionDispatch(CollisionDispatch* collisionDispatch) {
|
||||
mCollisionDetection.setCollisionDispatch(collisionDispatch);
|
||||
}
|
||||
|
||||
// Ray cast method
|
||||
/**
|
||||
* @param ray Ray to use for raycasting
|
||||
|
|
Loading…
Reference in New Issue
Block a user