Merge branch 'sat' into optimization

This commit is contained in:
Daniel Chappuis 2018-02-26 07:33:37 +01:00
commit ed179754f9
64 changed files with 5011 additions and 862 deletions

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@ -199,6 +199,8 @@ SET (REACTPHYSICS3D_SOURCES
"src/containers/LinkedList.h"
"src/containers/List.h"
"src/containers/Map.h"
"src/containers/Set.h"
"src/containers/Pair.h"
)
# Create the library

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@ -37,19 +37,19 @@
#include "collision/OverlapCallback.h"
#include <cassert>
#include <complex>
#include <set>
#include <utility>
#include <utility>
#include <unordered_set>
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
using namespace std;
// Constructor
CollisionDetection::CollisionDetection(CollisionWorld* world, MemoryManager& memoryManager)
: mMemoryManager(memoryManager), mWorld(world), mNarrowPhaseInfoList(nullptr), mBroadPhaseAlgorithm(*this),
mIsCollisionShapesAdded(false) {
: mMemoryManager(memoryManager), mWorld(world), mNarrowPhaseInfoList(nullptr),
mOverlappingPairs(mMemoryManager.getPoolAllocator()), mBroadPhaseAlgorithm(*this),
mNoCollisionPairs(mMemoryManager.getPoolAllocator()), mIsCollisionShapesAdded(false) {
// Set the default collision dispatch configuration
setCollisionDispatch(&mDefaultCollisionDispatch);
@ -104,7 +104,7 @@ void CollisionDetection::computeMiddlePhase() {
PROFILE("CollisionDetection::computeMiddlePhase()", mProfiler);
// For each possible collision pair of bodies
map<overlappingpairid, OverlappingPair*>::iterator it;
Map<Pair<uint, uint>, OverlappingPair*>::Iterator it;
for (it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); ) {
OverlappingPair* pair = it->second;
@ -126,14 +126,11 @@ void CollisionDetection::computeMiddlePhase() {
// overlapping pair
if (!mBroadPhaseAlgorithm.testOverlappingShapes(shape1, shape2)) {
std::map<overlappingpairid, OverlappingPair*>::iterator itToRemove = it;
++it;
// Destroy the overlapping pair
itToRemove->second->~OverlappingPair();
it->second->~OverlappingPair();
mWorld->mMemoryManager.release(MemoryManager::AllocationType::Pool, itToRemove->second, sizeof(OverlappingPair));
mOverlappingPairs.erase(itToRemove);
mWorld->mMemoryManager.release(MemoryManager::AllocationType::Pool, it->second, sizeof(OverlappingPair));
it = mOverlappingPairs.remove(it);
continue;
}
else {
@ -154,7 +151,7 @@ void CollisionDetection::computeMiddlePhase() {
// Check if the bodies are in the set of bodies that cannot collide between each other
bodyindexpair bodiesIndex = OverlappingPair::computeBodiesIndexPair(body1, body2);
if (mNoCollisionPairs.count(bodiesIndex) > 0) continue;
if (mNoCollisionPairs.contains(bodiesIndex) > 0) continue;
bool isShape1Convex = shape1->getCollisionShape()->isConvex();
bool isShape2Convex = shape2->getCollisionShape()->isConvex();
@ -320,10 +317,10 @@ void CollisionDetection::broadPhaseNotifyOverlappingPair(ProxyShape* shape1, Pro
(shape1->getCollisionCategoryBits() & shape2->getCollideWithMaskBits()) == 0) return;
// Compute the overlapping pair ID
overlappingpairid pairID = OverlappingPair::computeID(shape1, shape2);
Pair<uint, uint> pairID = OverlappingPair::computeID(shape1, shape2);
// Check if the overlapping pair already exists
if (mOverlappingPairs.find(pairID) != mOverlappingPairs.end()) return;
if (mOverlappingPairs.containsKey(pairID)) return;
// Create the overlapping pair and add it into the set of overlapping pairs
OverlappingPair* newPair = new (mMemoryManager.allocate(MemoryManager::AllocationType::Pool, sizeof(OverlappingPair)))
@ -331,11 +328,7 @@ void CollisionDetection::broadPhaseNotifyOverlappingPair(ProxyShape* shape1, Pro
mMemoryManager.getSingleFrameAllocator());
assert(newPair != nullptr);
#ifndef NDEBUG
std::pair<map<overlappingpairid, OverlappingPair*>::iterator, bool> check =
#endif
mOverlappingPairs.insert(make_pair(pairID, newPair));
assert(check.second);
mOverlappingPairs.add(Pair<Pair<uint, uint>, OverlappingPair*>(pairID, newPair));
// Wake up the two bodies
shape1->getBody()->setIsSleeping(false);
@ -348,19 +341,17 @@ void CollisionDetection::removeProxyCollisionShape(ProxyShape* proxyShape) {
assert(proxyShape->mBroadPhaseID != -1);
// Remove all the overlapping pairs involving this proxy shape
std::map<overlappingpairid, OverlappingPair*>::iterator it;
Map<Pair<uint, uint>, OverlappingPair*>::Iterator it;
for (it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); ) {
if (it->second->getShape1()->mBroadPhaseID == proxyShape->mBroadPhaseID||
it->second->getShape2()->mBroadPhaseID == proxyShape->mBroadPhaseID) {
std::map<overlappingpairid, OverlappingPair*>::iterator itToRemove = it;
++it;
// TODO : Remove all the contact manifold of the overlapping pair from the contact manifolds list of the two bodies involved
// Destroy the overlapping pair
itToRemove->second->~OverlappingPair();
mWorld->mMemoryManager.release(MemoryManager::AllocationType::Pool, itToRemove->second, sizeof(OverlappingPair));
mOverlappingPairs.erase(itToRemove);
it->second->~OverlappingPair();
mWorld->mMemoryManager.release(MemoryManager::AllocationType::Pool, it->second, sizeof(OverlappingPair));
it = mOverlappingPairs.remove(it);
}
else {
++it;
@ -376,7 +367,7 @@ void CollisionDetection::addAllContactManifoldsToBodies() {
PROFILE("CollisionDetection::addAllContactManifoldsToBodies()", mProfiler);
// For each overlapping pairs in contact during the narrow-phase
std::map<overlappingpairid, OverlappingPair*>::iterator it;
Map<Pair<uint, uint>, OverlappingPair*>::Iterator it;
for (it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); ++it) {
// Add all the contact manifolds of the pair into the list of contact manifolds
@ -427,7 +418,7 @@ void CollisionDetection::processAllPotentialContacts() {
PROFILE("CollisionDetection::processAllPotentialContacts()", mProfiler);
// For each overlapping pairs in contact during the narrow-phase
std::map<overlappingpairid, OverlappingPair*>::iterator it;
Map<Pair<uint, uint>, OverlappingPair*>::Iterator it;
for (it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); ++it) {
// Process the potential contacts of the overlapping pair
@ -466,7 +457,7 @@ void CollisionDetection::reportAllContacts() {
PROFILE("CollisionDetection::reportAllContacts()", mProfiler);
// For each overlapping pairs in contact during the narrow-phase
std::map<overlappingpairid, OverlappingPair*>::iterator it;
Map<Pair<uint, uint>, OverlappingPair*>::Iterator it;
for (it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); ++it) {
// If there is a user callback
@ -524,7 +515,7 @@ void CollisionDetection::testAABBOverlap(const AABB& aabb, OverlapCallback* over
unsigned short categoryMaskBits) {
assert(overlapCallback != nullptr);
std::unordered_set<bodyindex> reportedBodies;
Set<bodyindex> reportedBodies(mMemoryManager.getPoolAllocator());
// Ask the broad-phase to get all the overlapping shapes
LinkedList<int> overlappingNodes(mMemoryManager.getPoolAllocator());
@ -547,7 +538,7 @@ void CollisionDetection::testAABBOverlap(const AABB& aabb, OverlapCallback* over
if ((proxyShape->getCollisionCategoryBits() & categoryMaskBits) != 0) {
// Add the body into the set of reported bodies
reportedBodies.insert(overlapBody->getID());
reportedBodies.add(overlapBody->getID());
// Notify the overlap to the user
overlapCallback->notifyOverlap(overlapBody);
@ -640,7 +631,7 @@ void CollisionDetection::testOverlap(CollisionBody* body, OverlapCallback* overl
assert(overlapCallback != nullptr);
std::unordered_set<bodyindex> reportedBodies;
Set<bodyindex> reportedBodies(mMemoryManager.getPoolAllocator());
// For each proxy shape proxy shape of the body
ProxyShape* bodyProxyShape = body->getProxyShapesList();
@ -720,7 +711,7 @@ void CollisionDetection::testOverlap(CollisionBody* body, OverlapCallback* overl
CollisionBody* overlapBody = proxyShape->getBody();
// Add the body into the set of reported bodies
reportedBodies.insert(overlapBody->getID());
reportedBodies.add(overlapBody->getID());
// Notify the overlap to the user
overlapCallback->notifyOverlap(overlapBody);
@ -921,7 +912,7 @@ void CollisionDetection::testCollision(CollisionCallback* callback) {
computeBroadPhase();
// For each possible collision pair of bodies
map<overlappingpairid, OverlappingPair*>::iterator it;
Map<Pair<uint, uint>, OverlappingPair*>::Iterator it;
for (it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); ++it) {
OverlappingPair* originalPair = it->second;

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@ -34,10 +34,9 @@
#include "narrowphase/DefaultCollisionDispatch.h"
#include "memory/MemoryManager.h"
#include "constraint/ContactPoint.h"
#include <vector>
#include <set>
#include "containers/Map.h"
#include "containers/Set.h"
#include <utility>
#include <map>
/// ReactPhysics3D namespace
namespace reactphysics3d {
@ -80,7 +79,7 @@ class CollisionDetection {
NarrowPhaseInfo* mNarrowPhaseInfoList;
/// Broad-phase overlapping pairs
std::map<overlappingpairid, OverlappingPair*> mOverlappingPairs;
Map<Pair<uint, uint>, OverlappingPair*> mOverlappingPairs;
/// Broad-phase algorithm
BroadPhaseAlgorithm mBroadPhaseAlgorithm;
@ -89,9 +88,8 @@ class CollisionDetection {
// TODO : Delete this
GJKAlgorithm mNarrowPhaseGJKAlgorithm;
// TODO : Maybe delete this set (what is the purpose ?)
/// Set of pair of bodies that cannot collide between each other
std::set<bodyindexpair> mNoCollisionPairs;
Set<bodyindexpair> mNoCollisionPairs;
/// True if some collision shapes have been added previously
bool mIsCollisionShapesAdded;
@ -213,6 +211,9 @@ class CollisionDetection {
/// Allow the broadphase to notify the collision detection about an overlapping pair.
void broadPhaseNotifyOverlappingPair(ProxyShape* shape1, ProxyShape* shape2);
/// Return a reference to the memory manager
MemoryManager& getMemoryManager() const;
/// Return a pointer to the world
CollisionWorld* getWorld();
@ -264,13 +265,13 @@ inline void CollisionDetection::addProxyCollisionShape(ProxyShape* proxyShape,
// Add a pair of bodies that cannot collide with each other
inline void CollisionDetection::addNoCollisionPair(CollisionBody* body1,
CollisionBody* body2) {
mNoCollisionPairs.insert(OverlappingPair::computeBodiesIndexPair(body1, body2));
mNoCollisionPairs.add(OverlappingPair::computeBodiesIndexPair(body1, body2));
}
// Remove a pair of bodies that cannot collide with each other
inline void CollisionDetection::removeNoCollisionPair(CollisionBody* body1,
CollisionBody* body2) {
mNoCollisionPairs.erase(OverlappingPair::computeBodiesIndexPair(body1, body2));
mNoCollisionPairs.remove(OverlappingPair::computeBodiesIndexPair(body1, body2));
}
// Ask for a collision shape to be tested again during broad-phase.
@ -327,6 +328,11 @@ inline CollisionWorld* CollisionDetection::getWorld() {
return mWorld;
}
// Return a reference to the memory manager
inline MemoryManager& CollisionDetection::getMemoryManager() const {
return mMemoryManager;
}
#ifdef IS_PROFILING_ACTIVE
// Set the profiler

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@ -27,7 +27,6 @@
#define REACTPHYSICS3D_CONTACT_MANIFOLD_H
// Libraries
#include <vector>
#include "body/CollisionBody.h"
#include "collision/ProxyShape.h"
#include "constraint/ContactPoint.h"

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@ -25,37 +25,37 @@
// Libraries
#include "HalfEdgeStructure.h"
#include <map>
#include "containers/Map.h"
#include "containers/Pair.h"
#include "containers/containers_common.h"
using namespace reactphysics3d;
// Initialize the structure (when all vertices and faces have been added)
void HalfEdgeStructure::init() {
using edgeKey = std::pair<uint, uint>;
Map<VerticesPair, Edge> edges(mAllocator);
Map<VerticesPair, VerticesPair> nextEdges(mAllocator);
Map<VerticesPair, uint> mapEdgeToStartVertex(mAllocator);
Map<VerticesPair, uint> mapEdgeToIndex(mAllocator);
Map<uint, VerticesPair> mapEdgeIndexToKey(mAllocator);
Map<uint, VerticesPair> mapFaceIndexToEdgeKey(mAllocator);
std::map<edgeKey, Edge> edges;
std::map<edgeKey, edgeKey> nextEdges;
std::map<edgeKey, uint> mapEdgeToStartVertex;
std::map<edgeKey, uint> mapEdgeToIndex;
std::map<uint, edgeKey> mapEdgeIndexToKey;
std::map<uint, edgeKey> mapFaceIndexToEdgeKey;
List<VerticesPair> currentFaceEdges(mAllocator, mFaces[0].faceVertices.size());
// For each face
for (uint f=0; f<mFaces.size(); f++) {
Face face = mFaces[f];
std::vector<edgeKey> currentFaceEdges;
edgeKey firstEdgeKey;
VerticesPair firstEdgeKey(0, 0);
// For each vertex of the face
for (uint v=0; v < face.faceVertices.size(); v++) {
uint v1Index = face.faceVertices[v];
uint v2Index = face.faceVertices[v == (face.faceVertices.size() - 1) ? 0 : v + 1];
const edgeKey pairV1V2 = std::make_pair(v1Index, v2Index);
const VerticesPair pairV1V2 = VerticesPair(v1Index, v2Index);
// Create a new half-edge
Edge edge;
@ -65,19 +65,19 @@ void HalfEdgeStructure::init() {
firstEdgeKey = pairV1V2;
}
else if (v >= 1) {
nextEdges.insert(std::make_pair(currentFaceEdges[currentFaceEdges.size() - 1], pairV1V2));
nextEdges.add(Pair<VerticesPair, VerticesPair>(currentFaceEdges[currentFaceEdges.size() - 1], pairV1V2));
}
if (v == (face.faceVertices.size() - 1)) {
nextEdges.insert(std::make_pair(pairV1V2, firstEdgeKey));
nextEdges.add(Pair<VerticesPair, VerticesPair>(pairV1V2, firstEdgeKey));
}
edges.insert(std::make_pair(pairV1V2, edge));
edges.add(Pair<VerticesPair, Edge>(pairV1V2, edge));
const edgeKey pairV2V1 = std::make_pair(v2Index, v1Index);
const VerticesPair pairV2V1(v2Index, v1Index);
mapEdgeToStartVertex.insert(std::make_pair(pairV1V2, v1Index));
mapEdgeToStartVertex.insert(std::make_pair(pairV2V1, v2Index));
mapEdgeToStartVertex.add(Pair<VerticesPair, uint>(pairV1V2, v1Index), true);
mapEdgeToStartVertex.add(Pair<VerticesPair, uint>(pairV2V1, v2Index), true);
mapFaceIndexToEdgeKey.insert(std::make_pair(f, pairV1V2));
mapFaceIndexToEdgeKey.add(Pair<uint, VerticesPair>(f, pairV1V2), true);
auto itEdge = edges.find(pairV2V1);
if (itEdge != edges.end()) {
@ -87,21 +87,23 @@ void HalfEdgeStructure::init() {
itEdge->second.twinEdgeIndex = edgeIndex + 1;
edge.twinEdgeIndex = edgeIndex;
mapEdgeIndexToKey[edgeIndex] = pairV2V1;
mapEdgeIndexToKey[edgeIndex + 1] = pairV1V2;
mapEdgeIndexToKey.add(Pair<uint, VerticesPair>(edgeIndex, pairV2V1));
mapEdgeIndexToKey.add(Pair<uint, VerticesPair>(edgeIndex + 1, pairV1V2));
mVertices[v1Index].edgeIndex = edgeIndex + 1;
mVertices[v2Index].edgeIndex = edgeIndex;
mapEdgeToIndex.insert(std::make_pair(pairV1V2, edgeIndex + 1));
mapEdgeToIndex.insert(std::make_pair(pairV2V1, edgeIndex));
mapEdgeToIndex.add(Pair<VerticesPair, uint>(pairV1V2, edgeIndex + 1));
mapEdgeToIndex.add(Pair<VerticesPair, uint>(pairV2V1, edgeIndex));
mEdges.add(itEdge->second);
mEdges.add(edge);
}
currentFaceEdges.push_back(pairV1V2);
currentFaceEdges.add(pairV1V2);
}
currentFaceEdges.clear();
}
// Set next edges

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@ -28,7 +28,6 @@
// Libraries
#include "mathematics/mathematics.h"
#include <vector>
namespace reactphysics3d {
@ -42,6 +41,9 @@ class HalfEdgeStructure {
public:
using VerticesPair = Pair<uint, uint>;
/// Edge
struct Edge {
uint vertexIndex; // Index of the vertex at the beginning of the edge
uint twinEdgeIndex; // Index of the twin edge
@ -49,6 +51,7 @@ class HalfEdgeStructure {
uint nextEdgeIndex; // Index of the next edge
};
/// Face
struct Face {
uint edgeIndex; // Index of an half-edge of the face
List<uint> faceVertices; // Index of the vertices of the face
@ -60,6 +63,7 @@ class HalfEdgeStructure {
Face(List<uint> vertices) : faceVertices(vertices) {}
};
/// Vertex
struct Vertex {
uint vertexPointIndex; // Index of the vertex point in the origin vertex array
uint edgeIndex; // Index of one edge emanting from this vertex

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@ -31,7 +31,6 @@
#include "HalfEdgeStructure.h"
#include "collision/PolygonVertexArray.h"
#include "memory/DefaultAllocator.h"
#include <vector>
namespace reactphysics3d {
@ -86,6 +85,9 @@ class PolyhedronMesh {
/// Return a vertex
Vector3 getVertex(uint index) const;
/// Return the number of faces
uint getNbFaces() const;
/// Return a face normal
Vector3 getFaceNormal(uint faceIndex) const;
@ -101,6 +103,11 @@ inline uint PolyhedronMesh::getNbVertices() const {
return mHalfEdgeStructure.getNbVertices();
}
// Return the number of faces
inline uint PolyhedronMesh::getNbFaces() const {
return mHalfEdgeStructure.getNbFaces();
}
// Return a face normal
inline Vector3 PolyhedronMesh::getFaceNormal(uint faceIndex) const {
assert(faceIndex < mHalfEdgeStructure.getNbFaces());

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@ -62,7 +62,7 @@ bool ProxyShape::testPointInside(const Vector3& worldPoint) {
* @param ray Ray to use for the raycasting
* @param[out] raycastInfo Result of the raycasting that is valid only if the
* methods returned true
* @return True if the ray hit the collision shape
* @return True if the ray hits the collision shape
*/
bool ProxyShape::raycast(const Ray& ray, RaycastInfo& raycastInfo) {

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@ -27,9 +27,10 @@
#define REACTPHYSICS3D_TRIANGLE_MESH_H
// Libraries
#include <vector>
#include <cassert>
#include "TriangleVertexArray.h"
#include "memory/MemoryManager.h"
#include "containers/List.h"
namespace reactphysics3d {
@ -46,12 +47,14 @@ class TriangleMesh {
protected:
/// All the triangle arrays of the mesh (one triangle array per part)
std::vector<TriangleVertexArray*> mTriangleArrays;
List<TriangleVertexArray*> mTriangleArrays;
public:
/// Constructor
TriangleMesh() = default;
TriangleMesh() : mTriangleArrays(MemoryManager::getBaseAllocator()) {
}
/// Destructor
~TriangleMesh() = default;
@ -68,7 +71,7 @@ class TriangleMesh {
// Add a subpart of the mesh
inline void TriangleMesh::addSubpart(TriangleVertexArray* triangleVertexArray) {
mTriangleArrays.push_back(triangleVertexArray );
mTriangleArrays.add(triangleVertexArray );
}
// Return a pointer to a given subpart (triangle vertex array) of the mesh

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@ -33,16 +33,19 @@ using namespace reactphysics3d;
// Constructor
BroadPhaseAlgorithm::BroadPhaseAlgorithm(CollisionDetection& collisionDetection)
:mDynamicAABBTree(DYNAMIC_TREE_AABB_GAP), mNbMovedShapes(0), mNbAllocatedMovedShapes(8),
:mDynamicAABBTree(collisionDetection.getMemoryManager().getPoolAllocator(), DYNAMIC_TREE_AABB_GAP),
mNbMovedShapes(0), mNbAllocatedMovedShapes(8),
mNbNonUsedMovedShapes(0), mNbPotentialPairs(0), mNbAllocatedPotentialPairs(8),
mCollisionDetection(collisionDetection) {
PoolAllocator& poolAllocator = collisionDetection.getMemoryManager().getPoolAllocator();
// Allocate memory for the array of non-static proxy shapes IDs
mMovedShapes = (int*) malloc(mNbAllocatedMovedShapes * sizeof(int));
mMovedShapes = static_cast<int*>(poolAllocator.allocate(mNbAllocatedMovedShapes * sizeof(int)));
assert(mMovedShapes != nullptr);
// Allocate memory for the array of potential overlapping pairs
mPotentialPairs = (BroadPhasePair*) malloc(mNbAllocatedPotentialPairs * sizeof(BroadPhasePair));
mPotentialPairs = static_cast<BroadPhasePair*>(poolAllocator.allocate(mNbAllocatedPotentialPairs * sizeof(BroadPhasePair)));
assert(mPotentialPairs != nullptr);
#ifdef IS_PROFILING_ACTIVE
@ -56,25 +59,34 @@ BroadPhaseAlgorithm::BroadPhaseAlgorithm(CollisionDetection& collisionDetection)
// Destructor
BroadPhaseAlgorithm::~BroadPhaseAlgorithm() {
// Get the memory pool allocatory
PoolAllocator& poolAllocator = mCollisionDetection.getMemoryManager().getPoolAllocator();
// Release the memory for the array of non-static proxy shapes IDs
free(mMovedShapes);
poolAllocator.release(mMovedShapes, mNbAllocatedMovedShapes * sizeof (int));
// Release the memory for the array of potential overlapping pairs
free(mPotentialPairs);
poolAllocator.release(mPotentialPairs, mNbAllocatedPotentialPairs * sizeof(BroadPhasePair));
}
// Add a collision shape in the array of shapes that have moved in the last simulation step
// and that need to be tested again for broad-phase overlapping.
void BroadPhaseAlgorithm::addMovedCollisionShape(int broadPhaseID) {
// Allocate more elements in the array of shapes that have moved if necessary
if (mNbAllocatedMovedShapes == mNbMovedShapes) {
// Get the memory pool allocatory
PoolAllocator& poolAllocator = mCollisionDetection.getMemoryManager().getPoolAllocator();
uint oldNbAllocatedMovedShapes = mNbAllocatedMovedShapes;
mNbAllocatedMovedShapes *= 2;
int* oldArray = mMovedShapes;
mMovedShapes = (int*) malloc(mNbAllocatedMovedShapes * sizeof(int));
mMovedShapes = static_cast<int*>(poolAllocator.allocate(mNbAllocatedMovedShapes * sizeof(int)));
assert(mMovedShapes != nullptr);
memcpy(mMovedShapes, oldArray, mNbMovedShapes * sizeof(int));
free(oldArray);
std::memcpy(mMovedShapes, oldArray, mNbMovedShapes * sizeof(int));
poolAllocator.release(oldArray, oldNbAllocatedMovedShapes * sizeof(int));
}
// Store the broad-phase ID into the array of shapes that have moved
@ -95,9 +107,13 @@ void BroadPhaseAlgorithm::removeMovedCollisionShape(int broadPhaseID) {
if ((mNbMovedShapes - mNbNonUsedMovedShapes) < mNbAllocatedMovedShapes / 4 &&
mNbAllocatedMovedShapes > 8) {
// Get the memory pool allocatory
PoolAllocator& poolAllocator = mCollisionDetection.getMemoryManager().getPoolAllocator();
uint oldNbAllocatedMovedShapes = mNbAllocatedMovedShapes;
mNbAllocatedMovedShapes /= 2;
int* oldArray = mMovedShapes;
mMovedShapes = (int*) malloc(mNbAllocatedMovedShapes * sizeof(int));
mMovedShapes = static_cast<int*>(poolAllocator.allocate(mNbAllocatedMovedShapes * sizeof(int)));
assert(mMovedShapes != nullptr);
uint nbElements = 0;
for (uint i=0; i<mNbMovedShapes; i++) {
@ -108,7 +124,7 @@ void BroadPhaseAlgorithm::removeMovedCollisionShape(int broadPhaseID) {
}
mNbMovedShapes = nbElements;
mNbNonUsedMovedShapes = 0;
free(oldArray);
poolAllocator.release(oldArray, oldNbAllocatedMovedShapes * sizeof(int));
}
// Remove the broad-phase ID from the array
@ -266,13 +282,16 @@ void BroadPhaseAlgorithm::computeOverlappingPairs(MemoryManager& memoryManager)
// number of overlapping pairs
if (mNbPotentialPairs < mNbAllocatedPotentialPairs / 4 && mNbPotentialPairs > 8) {
PoolAllocator& poolAllocator = mCollisionDetection.getMemoryManager().getPoolAllocator();
// Reduce the number of allocated potential overlapping pairs
BroadPhasePair* oldPairs = mPotentialPairs;
uint oldNbAllocatedPotentialPairs = mNbAllocatedPotentialPairs;
mNbAllocatedPotentialPairs /= 2;
mPotentialPairs = (BroadPhasePair*) malloc(mNbAllocatedPotentialPairs * sizeof(BroadPhasePair));
mPotentialPairs = static_cast<BroadPhasePair*>(poolAllocator.allocate(mNbAllocatedPotentialPairs * sizeof(BroadPhasePair)));
assert(mPotentialPairs);
memcpy(mPotentialPairs, oldPairs, mNbPotentialPairs * sizeof(BroadPhasePair));
free(oldPairs);
poolAllocator.release(oldPairs, oldNbAllocatedPotentialPairs * sizeof(BroadPhasePair));
}
}
@ -289,13 +308,16 @@ void BroadPhaseAlgorithm::addOverlappingNodes(int referenceNodeId, const LinkedL
// If we need to allocate more memory for the array of potential overlapping pairs
if (mNbPotentialPairs == mNbAllocatedPotentialPairs) {
PoolAllocator& poolAllocator = mCollisionDetection.getMemoryManager().getPoolAllocator();
// Allocate more memory for the array of potential pairs
BroadPhasePair* oldPairs = mPotentialPairs;
uint oldNbAllocatedPotentialPairs = mNbAllocatedPotentialPairs;
mNbAllocatedPotentialPairs *= 2;
mPotentialPairs = (BroadPhasePair*) malloc(mNbAllocatedPotentialPairs * sizeof(BroadPhasePair));
mPotentialPairs = static_cast<BroadPhasePair*>(poolAllocator.allocate(mNbAllocatedPotentialPairs * sizeof(BroadPhasePair)));
assert(mPotentialPairs);
memcpy(mPotentialPairs, oldPairs, mNbPotentialPairs * sizeof(BroadPhasePair));
free(oldPairs);
poolAllocator.release(oldPairs, oldNbAllocatedPotentialPairs * sizeof(BroadPhasePair));
}
// Add the new potential pair into the array of potential overlapping pairs

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@ -27,7 +27,6 @@
#define REACTPHYSICS3D_BROAD_PHASE_ALGORITHM_H
// Libraries
#include <vector>
#include "body/CollisionBody.h"
#include "collision/ProxyShape.h"
#include "DynamicAABBTree.h"

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@ -35,7 +35,8 @@ using namespace reactphysics3d;
const int TreeNode::NULL_TREE_NODE = -1;
// Constructor
DynamicAABBTree::DynamicAABBTree(decimal extraAABBGap) : mExtraAABBGap(extraAABBGap) {
DynamicAABBTree::DynamicAABBTree(MemoryAllocator& allocator, decimal extraAABBGap)
: mAllocator(allocator), mExtraAABBGap(extraAABBGap) {
init();
}
@ -44,7 +45,7 @@ DynamicAABBTree::DynamicAABBTree(decimal extraAABBGap) : mExtraAABBGap(extraAABB
DynamicAABBTree::~DynamicAABBTree() {
// Free the allocated memory for the nodes
free(mNodes);
mAllocator.release(mNodes, mNbAllocatedNodes * sizeof(TreeNode));
}
// Initialize the tree
@ -55,9 +56,9 @@ void DynamicAABBTree::init() {
mNbAllocatedNodes = 8;
// Allocate memory for the nodes of the tree
mNodes = (TreeNode*) malloc(mNbAllocatedNodes * sizeof(TreeNode));
mNodes = static_cast<TreeNode*>(mAllocator.allocate(mNbAllocatedNodes * sizeof(TreeNode)));
assert(mNodes);
memset(mNodes, 0, mNbAllocatedNodes * sizeof(TreeNode));
std::memset(mNodes, 0, mNbAllocatedNodes * sizeof(TreeNode));
// Initialize the allocated nodes
for (int i=0; i<mNbAllocatedNodes - 1; i++) {
@ -73,7 +74,7 @@ void DynamicAABBTree::init() {
void DynamicAABBTree::reset() {
// Free the allocated memory for the nodes
free(mNodes);
mAllocator.release(mNodes, mNbAllocatedNodes * sizeof(TreeNode));
// Initialize the tree
init();
@ -88,12 +89,13 @@ int DynamicAABBTree::allocateNode() {
assert(mNbNodes == mNbAllocatedNodes);
// Allocate more nodes in the tree
uint oldNbAllocatedNodes = mNbAllocatedNodes;
mNbAllocatedNodes *= 2;
TreeNode* oldNodes = mNodes;
mNodes = (TreeNode*) malloc(mNbAllocatedNodes * sizeof(TreeNode));
mNodes = static_cast<TreeNode*>(mAllocator.allocate(mNbAllocatedNodes * sizeof(TreeNode)));
assert(mNodes);
memcpy(mNodes, oldNodes, mNbNodes * sizeof(TreeNode));
free(oldNodes);
mAllocator.release(oldNodes, oldNbAllocatedNodes * sizeof(TreeNode));
// Initialize the allocated nodes
for (int i=mNbNodes; i<mNbAllocatedNodes - 1; i++) {
@ -596,7 +598,7 @@ void DynamicAABBTree::reportAllShapesOverlappingWithAABB(const AABB& aabb,
DynamicAABBTreeOverlapCallback& callback) const {
// Create a stack with the nodes to visit
Stack<int, 64> stack;
Stack<int, 64> stack(mAllocator);
stack.push(mRootNodeID);
// While there are still nodes to visit
@ -637,7 +639,7 @@ void DynamicAABBTree::raycast(const Ray& ray, DynamicAABBTreeRaycastCallback &ca
decimal maxFraction = ray.maxFraction;
Stack<int, 128> stack;
Stack<int, 128> stack(mAllocator);
stack.push(mRootNodeID);
// Walk through the tree from the root looking for proxy shapes

View File

@ -30,6 +30,7 @@
#include "configuration.h"
#include "collision/shapes/AABB.h"
#include "body/CollisionBody.h"
#include "memory/MemoryAllocator.h"
/// Namespace ReactPhysics3D
namespace reactphysics3d {
@ -136,6 +137,9 @@ class DynamicAABBTree {
// -------------------- Attributes -------------------- //
/// Memory allocator
MemoryAllocator& mAllocator;
/// Pointer to the memory location of the nodes of the tree
TreeNode* mNodes;
@ -203,7 +207,7 @@ class DynamicAABBTree {
// -------------------- Methods -------------------- //
/// Constructor
DynamicAABBTree(decimal extraAABBGap = decimal(0.0));
DynamicAABBTree(MemoryAllocator& allocator, decimal extraAABBGap = decimal(0.0));
/// Destructor
~DynamicAABBTree();

View File

@ -212,171 +212,3 @@ GJKAlgorithm::GJKResult GJKAlgorithm::testCollision(NarrowPhaseInfo* narrowPhase
return GJKResult::INTERPENETRATE;
}
// Use the GJK Algorithm to find if a point is inside a convex collision shape
bool GJKAlgorithm::testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) {
Vector3 suppA; // Support point of object A
Vector3 w; // Support point of Minkowski difference A-B
decimal prevDistSquare;
assert(proxyShape->getCollisionShape()->isConvex());
const ConvexShape* shape = static_cast<const ConvexShape*>(proxyShape->getCollisionShape());
// Support point of object B (object B is a single point)
const Vector3 suppB(localPoint);
// Create a simplex set
VoronoiSimplex simplex;
// Initial supporting direction
Vector3 v(1, 1, 1);
// Initialize the upper bound for the square distance
decimal distSquare = DECIMAL_LARGEST;
do {
// Compute the support points for original objects (without margins) A and B
suppA = shape->getLocalSupportPointWithoutMargin(-v);
// Compute the support point for the Minkowski difference A-B
w = suppA - suppB;
// Add the new support point to the simplex
simplex.addPoint(w, suppA, suppB);
// If the simplex is affinely dependent
if (simplex.isAffinelyDependent()) {
return false;
}
// Compute the point of the simplex closest to the origin
// If the computation of the closest point fail
if (!simplex.computeClosestPoint(v)) {
return false;
}
// Store and update the squared distance of the closest point
prevDistSquare = distSquare;
distSquare = v.lengthSquare();
// If the distance to the closest point doesn't improve a lot
if (prevDistSquare - distSquare <= MACHINE_EPSILON * prevDistSquare) {
return false;
}
} while(!simplex.isFull() && distSquare > MACHINE_EPSILON *
simplex.getMaxLengthSquareOfAPoint());
// The point is inside the collision shape
return true;
}
// Ray casting algorithm agains a convex collision shape using the GJK Algorithm
/// This method implements the GJK ray casting algorithm described by Gino Van Den Bergen in
/// "Ray Casting against General Convex Objects with Application to Continuous Collision Detection".
bool GJKAlgorithm::raycast(const Ray& ray, ProxyShape* proxyShape, RaycastInfo& raycastInfo) {
assert(proxyShape->getCollisionShape()->isConvex());
const ConvexShape* shape = static_cast<const ConvexShape*>(proxyShape->getCollisionShape());
Vector3 suppA; // Current lower bound point on the ray (starting at ray's origin)
Vector3 suppB; // Support point on the collision shape
const decimal machineEpsilonSquare = MACHINE_EPSILON * MACHINE_EPSILON;
const decimal epsilon = decimal(0.0001);
// Convert the ray origin and direction into the local-space of the collision shape
Vector3 rayDirection = ray.point2 - ray.point1;
// If the points of the segment are two close, return no hit
if (rayDirection.lengthSquare() < machineEpsilonSquare) return false;
Vector3 w;
// Create a simplex set
VoronoiSimplex simplex;
Vector3 n(decimal(0.0), decimal(0.0), decimal(0.0));
decimal lambda = decimal(0.0);
suppA = ray.point1; // Current lower bound point on the ray (starting at ray's origin)
suppB = shape->getLocalSupportPointWithoutMargin(rayDirection);
Vector3 v = suppA - suppB;
decimal vDotW, vDotR;
decimal distSquare = v.lengthSquare();
int nbIterations = 0;
// GJK Algorithm loop
while (distSquare > epsilon && nbIterations < MAX_ITERATIONS_GJK_RAYCAST) {
// Compute the support points
suppB = shape->getLocalSupportPointWithoutMargin(v);
w = suppA - suppB;
vDotW = v.dot(w);
if (vDotW > decimal(0)) {
vDotR = v.dot(rayDirection);
if (vDotR >= -machineEpsilonSquare) {
return false;
}
else {
// We have found a better lower bound for the hit point along the ray
lambda = lambda - vDotW / vDotR;
suppA = ray.point1 + lambda * rayDirection;
w = suppA - suppB;
n = v;
}
}
// Add the new support point to the simplex
if (!simplex.isPointInSimplex(w)) {
simplex.addPoint(w, suppA, suppB);
}
// Compute the closest point
if (simplex.computeClosestPoint(v)) {
distSquare = v.lengthSquare();
}
else {
distSquare = decimal(0.0);
}
// If the current lower bound distance is larger than the maximum raycasting distance
if (lambda > ray.maxFraction) return false;
nbIterations++;
}
// If the origin was inside the shape, we return no hit
if (lambda < MACHINE_EPSILON) return false;
// Compute the closet points of both objects (without the margins)
Vector3 pointA;
Vector3 pointB;
simplex.computeClosestPointsOfAandB(pointA, pointB);
// A raycast hit has been found, we fill in the raycast info
raycastInfo.hitFraction = lambda;
raycastInfo.worldPoint = pointB;
raycastInfo.body = proxyShape->getBody();
raycastInfo.proxyShape = proxyShape;
if (n.lengthSquare() >= machineEpsilonSquare) { // The normal vector is valid
raycastInfo.worldNormal = n;
}
else { // Degenerated normal vector, we return a zero normal vector
raycastInfo.worldNormal = Vector3(decimal(0), decimal(0), decimal(0));
}
return true;
}

View File

@ -96,12 +96,6 @@ class GJKAlgorithm {
/// Compute a contact info if the two bounding volumes collide.
GJKResult testCollision(NarrowPhaseInfo* narrowPhaseInfo, bool reportContacts);
/// Use the GJK Algorithm to find if a point is inside a convex collision shape
bool testPointInside(const Vector3& localPoint, ProxyShape* proxyShape);
/// Ray casting algorithm agains a convex collision shape using the GJK Algorithm
bool raycast(const Ray& ray, ProxyShape* proxyShape, RaycastInfo& raycastInfo);
#ifdef IS_PROFILING_ACTIVE
/// Set the profiler

View File

@ -28,7 +28,6 @@
// Libraries
#include "mathematics/mathematics.h"
#include <vector>
/// ReactPhysics3D namespace
namespace reactphysics3d {

View File

@ -121,6 +121,10 @@ bool SphereVsCapsuleAlgorithm::testCollision(NarrowPhaseInfo* narrowPhaseInfo, b
contactPointCapsuleLocal = sphereCenter - normalCapsuleSpace * capsuleShape->getRadius();
}
if (penetrationDepth <= decimal(0.0)) {
return false;
}
// Create the contact info object
narrowPhaseInfo->addContactPoint(normalWorld, penetrationDepth,
isSphereShape1 ? contactPointSphereLocal : contactPointCapsuleLocal,

View File

@ -28,7 +28,6 @@
#include "collision/ProxyShape.h"
#include "configuration.h"
#include "memory/MemoryManager.h"
#include <vector>
#include <cassert>
using namespace reactphysics3d;

View File

@ -25,12 +25,13 @@
// Libraries
#include "ConcaveMeshShape.h"
#include "memory/MemoryManager.h"
using namespace reactphysics3d;
// Constructor
ConcaveMeshShape::ConcaveMeshShape(TriangleMesh* triangleMesh)
: ConcaveShape(CollisionShapeName::TRIANGLE_MESH) {
: ConcaveShape(CollisionShapeName::TRIANGLE_MESH), mDynamicAABBTree(MemoryManager::getBaseAllocator()) {
mTriangleMesh = triangleMesh;
mRaycastTestType = TriangleRaycastSide::FRONT;
@ -155,7 +156,7 @@ uint ConcaveMeshShape::computeTriangleShapeId(uint subPart, uint triangleIndex)
decimal ConcaveMeshRaycastCallback::raycastBroadPhaseShape(int32 nodeId, const Ray& ray) {
// Add the id of the hit AABB node into
mHitAABBNodes.push_back(nodeId);
mHitAABBNodes.add(nodeId);
return ray.maxFraction;
}
@ -163,7 +164,7 @@ decimal ConcaveMeshRaycastCallback::raycastBroadPhaseShape(int32 nodeId, const R
// Raycast all collision shapes that have been collected
void ConcaveMeshRaycastCallback::raycastTriangles() {
std::vector<int>::const_iterator it;
List<int>::Iterator it;
decimal smallestHitFraction = mRay.maxFraction;
for (it = mHitAABBNodes.begin(); it != mHitAABBNodes.end(); ++it) {

View File

@ -31,6 +31,7 @@
#include "collision/broadphase/DynamicAABBTree.h"
#include "collision/TriangleMesh.h"
#include "collision/shapes/TriangleShape.h"
#include "containers/List.h"
#include "engine/Profiler.h"
namespace reactphysics3d {
@ -70,7 +71,7 @@ class ConcaveMeshRaycastCallback : public DynamicAABBTreeRaycastCallback {
private :
std::vector<int32> mHitAABBNodes;
List<int32> mHitAABBNodes;
const DynamicAABBTree& mDynamicAABBTree;
const ConcaveMeshShape& mConcaveMeshShape;
ProxyShape* mProxyShape;
@ -91,7 +92,7 @@ class ConcaveMeshRaycastCallback : public DynamicAABBTreeRaycastCallback {
// Constructor
ConcaveMeshRaycastCallback(const DynamicAABBTree& dynamicAABBTree, const ConcaveMeshShape& concaveMeshShape,
ProxyShape* proxyShape, RaycastInfo& raycastInfo, const Ray& ray, MemoryAllocator& allocator)
: mDynamicAABBTree(dynamicAABBTree), mConcaveMeshShape(concaveMeshShape), mProxyShape(proxyShape),
: mHitAABBNodes(allocator), mDynamicAABBTree(dynamicAABBTree), mConcaveMeshShape(concaveMeshShape), mProxyShape(proxyShape),
mRaycastInfo(raycastInfo), mRay(ray), mIsHit(false), mAllocator(allocator) {
}

View File

@ -30,9 +30,6 @@
using namespace reactphysics3d;
// TODO : Check in every collision shape that localScalling is used correctly and even with SAT
// algorithm (not only in getLocalSupportPoint***() methods)
// Constructor to initialize with an array of 3D vertices.
/// This method creates an internal copy of the input vertices.
/**
@ -58,14 +55,14 @@ ConvexMeshShape::ConvexMeshShape(PolyhedronMesh* polyhedronMesh)
/// runs in almost constant time.
Vector3 ConvexMeshShape::getLocalSupportPointWithoutMargin(const Vector3& direction) const {
double maxDotProduct = DECIMAL_SMALLEST;
decimal maxDotProduct = DECIMAL_SMALLEST;
uint indexMaxDotProduct = 0;
// For each vertex of the mesh
for (uint i=0; i<mPolyhedronMesh->getNbVertices(); i++) {
// Compute the dot product of the current vertex
double dotProduct = direction.dot(mPolyhedronMesh->getVertex(i));
decimal dotProduct = direction.dot(mPolyhedronMesh->getVertex(i));
// If the current dot product is larger than the maximum one
if (dotProduct > maxDotProduct) {
@ -83,14 +80,11 @@ Vector3 ConvexMeshShape::getLocalSupportPointWithoutMargin(const Vector3& direct
// Recompute the bounds of the mesh
void ConvexMeshShape::recalculateBounds() {
// TODO : Only works if the local origin is inside the mesh
// => Make it more robust (init with first vertex of mesh instead)
mMinBounds.setToZero();
mMaxBounds.setToZero();
mMinBounds = mPolyhedronMesh->getVertex(0);
mMaxBounds = mPolyhedronMesh->getVertex(0);
// For each vertex of the mesh
for (uint i=0; i<mPolyhedronMesh->getNbVertices(); i++) {
for (uint i=1; i<mPolyhedronMesh->getNbVertices(); i++) {
if (mPolyhedronMesh->getVertex(i).x > mMaxBounds.x) mMaxBounds.x = mPolyhedronMesh->getVertex(i).x;
if (mPolyhedronMesh->getVertex(i).x < mMinBounds.x) mMinBounds.x = mPolyhedronMesh->getVertex(i).x;
@ -105,14 +99,105 @@ void ConvexMeshShape::recalculateBounds() {
// Apply the local scaling factor
mMaxBounds = mMaxBounds * mScaling;
mMinBounds = mMinBounds * mScaling;
// Add the object margin to the bounds
mMaxBounds += Vector3(mMargin, mMargin, mMargin);
mMinBounds -= Vector3(mMargin, mMargin, mMargin);
}
// Raycast method with feedback information
/// This method implements the technique in the book "Real-time Collision Detection" by
/// Christer Ericson.
bool ConvexMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape, MemoryAllocator& allocator) const {
return proxyShape->mBody->mWorld.mCollisionDetection.mNarrowPhaseGJKAlgorithm.raycast(
ray, proxyShape, raycastInfo);
// Ray direction
Vector3 direction = ray.point2 - ray.point1;
decimal tMin = decimal(0.0);
decimal tMax = ray.maxFraction;
Vector3 currentFaceNormal;
bool isIntersectionFound = false;
const HalfEdgeStructure& halfEdgeStructure = mPolyhedronMesh->getHalfEdgeStructure();
// For each face of the convex mesh
for (uint f=0; f < mPolyhedronMesh->getNbFaces(); f++) {
const HalfEdgeStructure::Face& face = halfEdgeStructure.getFace(f);
const Vector3 faceNormal = mPolyhedronMesh->getFaceNormal(f);
const HalfEdgeStructure::Vertex& faceVertex = halfEdgeStructure.getVertex(face.faceVertices[0]);
const Vector3 facePoint = mPolyhedronMesh->getVertex(faceVertex.vertexPointIndex);
decimal denom = faceNormal.dot(direction);
decimal planeD = faceNormal.dot(facePoint);
decimal dist = planeD - faceNormal.dot(ray.point1);
// If ray is parallel to the face
if (denom == decimal(0.0)) {
// If ray is outside the clipping face, we return no intersection
if (dist < decimal(0.0)) return false;
}
else {
// Compute the intersection between the ray and the current face plane
decimal t = dist / denom;
// Update the current ray intersection by clipping it with the current face plane
// If the place faces the ray
if (denom < decimal(0.0)) {
// Clip the current ray intersection as it enters the convex mesh
if (t > tMin) {
tMin = t;
currentFaceNormal = faceNormal;
isIntersectionFound = true;
}
}
else {
// Clip the current ray intersection as it exits the convex mesh
if (t < tMax) tMax = t;
}
// If the ray intersection with the convex mesh becomes empty, report no intersection
if (tMin > tMax) return false;
}
}
if (isIntersectionFound) {
// The ray intersects with the convex mesh
assert(tMin >= decimal(0.0));
assert(tMax <= ray.maxFraction);
assert(tMin <= tMax);
assert(currentFaceNormal.lengthSquare() > decimal(0.0));
// The ray intersects the three slabs, we compute the hit point
Vector3 localHitPoint = ray.point1 + tMin * direction;
raycastInfo.hitFraction = tMin;
raycastInfo.body = proxyShape->getBody();
raycastInfo.proxyShape = proxyShape;
raycastInfo.worldPoint = localHitPoint;
raycastInfo.worldNormal = currentFaceNormal;
return true;
}
return false;
}
// Return true if a point is inside the collision shape
bool ConvexMeshShape::testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const {
const HalfEdgeStructure& halfEdgeStructure = mPolyhedronMesh->getHalfEdgeStructure();
// For each face plane of the convex mesh
for (uint f=0; f < mPolyhedronMesh->getNbFaces(); f++) {
const HalfEdgeStructure::Face& face = halfEdgeStructure.getFace(f);
const Vector3 faceNormal = mPolyhedronMesh->getFaceNormal(f);
const HalfEdgeStructure::Vertex& faceVertex = halfEdgeStructure.getVertex(face.faceVertices[0]);
const Vector3 facePoint = mPolyhedronMesh->getVertex(faceVertex.vertexPointIndex);
// If the point is out of the face plane, it is outside of the convex mesh
if (computePointToPlaneDistance(localPoint, faceNormal, facePoint) > decimal(0.0)) return false;
}
return true;
}

View File

@ -33,9 +33,6 @@
#include "collision/TriangleMesh.h"
#include "collision/PolyhedronMesh.h"
#include "collision/narrowphase/GJK/GJKAlgorithm.h"
#include <vector>
#include <set>
#include <map>
/// ReactPhysics3D namespace
namespace reactphysics3d {
@ -176,15 +173,6 @@ inline void ConvexMeshShape::computeLocalInertiaTensor(Matrix3x3& tensor, decima
0.0, 0.0, factor * (xSquare + ySquare));
}
// Return true if a point is inside the collision shape
inline bool ConvexMeshShape::testPointInside(const Vector3& localPoint,
ProxyShape* proxyShape) const {
// Use the GJK algorithm to test if the point is inside the convex mesh
return proxyShape->mBody->mWorld.mCollisionDetection.
mNarrowPhaseGJKAlgorithm.testPointInside(localPoint, proxyShape);
}
// Return the number of faces of the polyhedron
inline uint ConvexMeshShape::getNbFaces() const {
return mPolyhedronMesh->getHalfEdgeStructure().getNbFaces();

View File

@ -32,6 +32,7 @@
#include <utility>
#include <cstdint>
#include "decimal.h"
#include "containers/Pair.h"
// Windows platform
#if defined(WIN32) ||defined(_WIN32) || defined(_WIN64) ||defined(__WIN32__) || defined(__WINDOWS__)
@ -52,7 +53,7 @@ using uchar = unsigned char;
using ushort = unsigned short;
using luint = long unsigned int;
using bodyindex = luint;
using bodyindexpair = std::pair<bodyindex, bodyindex>;
using bodyindexpair = Pair<bodyindex, bodyindex>;
using int8 = std::int8_t;
using uint8 = std::uint8_t;

View File

@ -57,9 +57,6 @@ class List {
/// Memory allocator
MemoryAllocator& mAllocator;
// -------------------- Methods -------------------- //
public:
/// Class Iterator
@ -87,14 +84,14 @@ class List {
Iterator() = default;
/// Constructor
Iterator(T* buffer, size_t index, size_t size)
:mCurrentIndex(index), mBuffer(buffer), mSize(size) {
Iterator(void* buffer, size_t index, size_t size)
:mCurrentIndex(index), mBuffer(static_cast<T*>(buffer)), mSize(size) {
}
/// Copy constructor
Iterator(const Iterator& it)
:mCurrentIndex(it.mCurrentIndex), mBuffer(it.mBuffer), mSize(it.size) {
:mCurrentIndex(it.mCurrentIndex), mBuffer(it.mBuffer), mSize(it.mSize) {
}
@ -112,14 +109,14 @@ class List {
/// Post increment (it++)
Iterator& operator++() {
assert(mCurrentIndex < mSize - 1);
assert(mCurrentIndex < mSize);
mCurrentIndex++;
return *this;
}
/// Pre increment (++it)
Iterator operator++(int number) {
assert(mCurrentIndex < mSize - 1);
assert(mCurrentIndex < mSize);
Iterator tmp = *this;
mCurrentIndex++;
return tmp;
@ -149,13 +146,17 @@ class List {
return true;
}
return &(mBuffer[mCurrentIndex]) == &(iterator.mBuffer[mCurrentIndex]);
return &(mBuffer[mCurrentIndex]) == &(iterator.mBuffer[iterator.mCurrentIndex]);
}
/// Inequality operator (it != end())
bool operator!=(const Iterator& iterator) const {
return !(*this == iterator);
}
/// Frienship
friend class List;
};
// -------------------- Methods -------------------- //
@ -229,8 +230,35 @@ class List {
mSize++;
}
/// Remove an element from the list at a given index
void remove(uint index) {
/// Try to find a given item of the list and return an iterator
/// pointing to that element if it exists in the list. Otherwise,
/// this method returns the end() iterator
Iterator find(const T& element) {
for (uint i=0; i<mSize; i++) {
if (element == static_cast<T*>(mBuffer)[i]) {
return Iterator(mBuffer, i, mSize);
}
}
return end();
}
/// Look for an element in the list and remove it
Iterator remove(const T& element) {
return remove(find(element));
}
/// Remove an element from the list and return a iterator
/// pointing to the element after the removed one (or end() if none)
Iterator remove(const Iterator& it) {
assert(it.mBuffer == mBuffer);
return removeAt(it.mCurrentIndex);
}
/// Remove an element from the list at a given index and return an
/// iterator pointing to the element after the removed one (or end() if none)
Iterator removeAt(uint index) {
assert(index >= 0 && index < mSize);
@ -246,6 +274,9 @@ class List {
char* src = dest + sizeof(T);
std::memcpy(static_cast<void*>(dest), static_cast<void*>(src), (mSize - index) * sizeof(T));
}
// Return an iterator pointing to the element after the removed one
return Iterator(mBuffer, index, mSize);
}
/// Append another list at the end of the current one
@ -334,6 +365,16 @@ class List {
return *this;
}
/// Return a begin iterator
Iterator begin() const {
return Iterator(mBuffer, 0, mSize);
}
/// Return a end iterator
Iterator end() const {
return Iterator(mBuffer, mSize, mSize);
}
};
}

View File

@ -29,14 +29,19 @@
// Libraries
#include "memory/MemoryAllocator.h"
#include "mathematics/mathematics_functions.h"
#include "containers/Pair.h"
#include <cstring>
#include <stdexcept>
#include <functional>
#include <limits>
namespace reactphysics3d {
// Class Map
/**
* This class represents a simple generic associative map
* This class represents a simple generic associative map. This map is
* implemented with a hash table.
*/
template<typename K, typename V>
class Map {
@ -48,7 +53,7 @@ class Map {
size_t hashCode; // Hash code of the entry
int next; // Index of the next entry
std::pair<K, V>* keyValue; // Pointer to the pair with key and value
Pair<K, V>* keyValue; // Pointer to the pair with key and value
/// Constructor
Entry() {
@ -56,6 +61,13 @@ class Map {
keyValue = nullptr;
}
/// Constructor
Entry(size_t hashcode, int nextEntry) {
hashCode = hashcode;
next = nextEntry;
keyValue = nullptr;
}
/// Destructor
~Entry() {
@ -220,7 +232,7 @@ class Map {
// If elements have been allocated
if (mCapacity > 0) {
// Clear the list
// Clear the map
clear();
// Destroy the entries
@ -242,6 +254,109 @@ class Map {
public:
/// Class Iterator
/**
* This class represents an iterator for the Map
*/
class Iterator {
private:
/// Array of entries
const Entry* mEntries;
/// Capacity of the map
int mCapacity;
/// Number of used entries in the map
int mNbUsedEntries;
/// Index of the current entry
int mCurrentEntry;
/// Advance the iterator
void advance() {
// If we are trying to move past the end
assert(mCurrentEntry < mNbUsedEntries);
for (mCurrentEntry += 1; mCurrentEntry < mNbUsedEntries; mCurrentEntry++) {
// If the entry is not empty
if (mEntries[mCurrentEntry].keyValue != nullptr) {
// We have found the next non empty entry
return;
}
}
// We have not find a non empty entry, we return an iterator to the end
mCurrentEntry = mCapacity;
}
public:
// Iterator traits
using value_type = Pair<K,V>;
using difference_type = std::ptrdiff_t;
using pointer = Pair<K, V>*;
using reference = Pair<K,V>&;
using iterator_category = std::forward_iterator_tag;
/// Constructor
Iterator() = default;
/// Constructor
Iterator(const Entry* entries, int capacity, int nbUsedEntries, int currentEntry)
:mEntries(entries), mCapacity(capacity), mNbUsedEntries(nbUsedEntries), mCurrentEntry(currentEntry) {
}
/// Copy constructor
Iterator(const Iterator& it)
:mEntries(it.mEntries), mCapacity(it.mCapacity), mNbUsedEntries(it.mNbUsedEntries), mCurrentEntry(it.mCurrentEntry) {
}
/// Deferencable
reference operator*() const {
assert(mCurrentEntry >= 0 && mCurrentEntry < mNbUsedEntries);
assert(mEntries[mCurrentEntry].keyValue != nullptr);
return *(mEntries[mCurrentEntry].keyValue);
}
/// Deferencable
pointer operator->() const {
assert(mCurrentEntry >= 0 && mCurrentEntry < mNbUsedEntries);
assert(mEntries[mCurrentEntry].keyValue != nullptr);
return mEntries[mCurrentEntry].keyValue;
}
/// Post increment (it++)
Iterator& operator++() {
advance();
return *this;
}
/// Pre increment (++it)
Iterator operator++(int number) {
Iterator tmp = *this;
advance();
return tmp;
}
/// Equality operator (it == end())
bool operator==(const Iterator& iterator) const {
return mCurrentEntry == iterator.mCurrentEntry && mEntries == iterator.mEntries;
}
/// Inequality operator (it != end())
bool operator!=(const Iterator& iterator) const {
return !(*this == iterator);
}
};
// -------------------- Methods -------------------- //
/// Constructor
@ -277,7 +392,15 @@ class Map {
std::memcpy(mBuckets, map.mBuckets, mCapacity * sizeof(int));
// Copy the entries
std::memcpy(mEntries, map.mEntries, mCapacity * sizeof(Entry));
for (int i=0; i < mCapacity; i++) {
new (&mEntries[i]) Entry(map.mEntries[i].hashCode, map.mEntries[i].next);
if (map.mEntries[i].keyValue != nullptr) {
mEntries[i].keyValue = static_cast<Pair<K,V>*>(mAllocator.allocate(sizeof(Pair<K, V>)));
new (mEntries[i].keyValue) Pair<K,V>(*(map.mEntries[i].keyValue));
}
}
}
/// Destructor
@ -307,7 +430,7 @@ class Map {
}
/// Add an element into the map
void add(const std::pair<K,V>& keyValue) {
void add(const Pair<K,V>& keyValue, bool insertIfAlreadyPresent = false) {
if (mCapacity == 0) {
initialize(0);
@ -325,7 +448,19 @@ class Map {
// If there is already an item with the same key in the map
if (mEntries[i].hashCode == hashCode && mEntries[i].keyValue->first == keyValue.first) {
throw std::runtime_error("The key and value pair already exists in the map");
if (insertIfAlreadyPresent) {
// Destruct the previous key/value
mEntries[i].keyValue->~Pair<K, V>();
// Copy construct the new key/value
new (mEntries[i].keyValue) Pair<K,V>(keyValue);
return;
}
else {
throw std::runtime_error("The key and value pair already exists in the map");
}
}
}
@ -357,14 +492,25 @@ class Map {
assert(mEntries[entryIndex].keyValue == nullptr);
mEntries[entryIndex].hashCode = hashCode;
mEntries[entryIndex].next = mBuckets[bucket];
mEntries[entryIndex].keyValue = static_cast<std::pair<K,V>*>(mAllocator.allocate(sizeof(std::pair<K,V>)));
mEntries[entryIndex].keyValue = static_cast<Pair<K,V>*>(mAllocator.allocate(sizeof(Pair<K,V>)));
assert(mEntries[entryIndex].keyValue != nullptr);
new (mEntries[entryIndex].keyValue) std::pair<K,V>(keyValue);
new (mEntries[entryIndex].keyValue) Pair<K,V>(keyValue);
mBuckets[bucket] = entryIndex;
}
/// Remove the element pointed by some iterator
/// This method returns an iterator pointing to the element after
/// the one that has been removed
Iterator remove(const Iterator& it) {
const K& key = it->first;
return remove(key);
}
/// Remove the element from the map with a given key
bool remove(const K& key) {
/// This method returns an iterator pointing to the element after
/// the one that has been removed
Iterator remove(const K& key) {
if (mCapacity > 0) {
@ -384,8 +530,8 @@ class Map {
// Release memory for the key/value pair if any
if (mEntries[i].keyValue != nullptr) {
mEntries[i].keyValue->~pair<K,V>();
mAllocator.release(mEntries[i].keyValue, sizeof(std::pair<K,V>));
mEntries[i].keyValue->~Pair<K,V>();
mAllocator.release(mEntries[i].keyValue, sizeof(Pair<K,V>));
mEntries[i].keyValue = nullptr;
}
mEntries[i].hashCode = -1;
@ -393,15 +539,27 @@ class Map {
mFreeIndex = i;
mNbFreeEntries++;
return true;
// Find the next entry to return the iterator
for (i += 1; i < mNbUsedEntries; i++) {
// If the entry is not empty
if (mEntries[i].keyValue != nullptr) {
// We have found the next non empty entry
return Iterator(mEntries, mCapacity, mNbUsedEntries, i);
}
}
return end();
}
}
}
return false;
// Return the end iterator
return end();
}
/// Clear the list
/// Clear the map
void clear() {
if (mNbUsedEntries > 0) {
@ -410,8 +568,8 @@ class Map {
mBuckets[i] = -1;
mEntries[i].next = -1;
if (mEntries[i].keyValue != nullptr) {
mEntries[i].keyValue->~pair<K,V>();
mAllocator.release(mEntries[i].keyValue, sizeof(std::pair<K,V>));
mEntries[i].keyValue->~Pair<K,V>();
mAllocator.release(mEntries[i].keyValue, sizeof(Pair<K,V>));
mEntries[i].keyValue = nullptr;
}
}
@ -434,6 +592,36 @@ class Map {
return mCapacity;
}
/// Try to find an item of the map given a key.
/// The method returns an iterator to the found item or
/// an iterator pointing to the end if not found
Iterator find(const K& key) const {
int bucket;
int entry = -1;
if (mCapacity > 0) {
size_t hashCode = std::hash<K>()(key);
bucket = hashCode % mCapacity;
for (int i = mBuckets[bucket]; i >= 0; i = mEntries[i].next) {
if (mEntries[i].hashCode == hashCode && mEntries[i].keyValue->first == key) {
entry = i;
break;
}
}
}
if (entry == -1) {
return end();
}
assert(mEntries[entry].keyValue != nullptr);
return Iterator(mEntries, mCapacity, mNbUsedEntries, entry);
}
/// Overloaded index operator
V& operator[](const K& key) {
@ -465,14 +653,31 @@ class Map {
throw std::runtime_error("No item with given key has been found in the map");
}
return mEntries[entry];
assert(mEntries[entry].keyValue != nullptr);
return mEntries[entry].keyValue->second;
}
/// Overloaded equality operator
bool operator==(const Map<K,V>& map) const {
// TODO : Implement this
return false;
if (size() != map.size()) return false;
for (auto it = begin(); it != end(); ++it) {
auto it2 = map.find(it->first);
if (it2 == map.end() || it2->second != it->second) {
return false;
}
}
for (auto it = map.begin(); it != map.end(); ++it) {
auto it2 = find(it->first);
if (it2 == end() || it2->second != it->second) {
return false;
}
}
return true;
}
/// Overloaded not equal operator
@ -505,7 +710,15 @@ class Map {
std::memcpy(mBuckets, map.mBuckets, mCapacity * sizeof(int));
// Copy the entries
std::memcpy(mEntries, map.mEntries, mCapacity * sizeof(Entry));
for (int i=0; i < mCapacity; i++) {
new (&mEntries[i]) Entry(map.mEntries[i].hashCode, map.mEntries[i].next);
if (map.mEntries[i].keyValue != nullptr) {
mEntries[i].keyValue = static_cast<Pair<K,V>*>(mAllocator.allocate(sizeof(Pair<K, V>)));
new (mEntries[i].keyValue) Pair<K,V>(*(map.mEntries[i].keyValue));
}
}
mNbUsedEntries = map.mNbUsedEntries;
mNbFreeEntries = map.mNbFreeEntries;
@ -515,6 +728,32 @@ class Map {
return *this;
}
/// Return a begin iterator
Iterator begin() const {
// If the map is empty
if (size() == 0) {
// Return an iterator to the end
return end();
}
// Find the first used entry
int entry;
for (entry=0; entry < mNbUsedEntries; entry++) {
if (mEntries[entry].keyValue != nullptr) {
return Iterator(mEntries, mCapacity, mNbUsedEntries, entry);
}
}
assert(false);
}
/// Return a end iterator
Iterator end() const {
return Iterator(mEntries, mCapacity, mNbUsedEntries, mCapacity);
}
};
template<typename K, typename V>

106
src/containers/Pair.h Normal file
View File

@ -0,0 +1,106 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_PAIR_H
#define REACTPHYSICS3D_PAIR_H
// Libraries
#include "configuration.h"
#include "memory/MemoryAllocator.h"
#include "containers/containers_common.h"
#include <cstring>
#include <iterator>
namespace reactphysics3d {
// Class Pair
/**
* This class represents a simple generic pair
*/
template<typename T1, typename T2>
class Pair {
public:
// -------------------- Attributes -------------------- //
/// First element of the pair
T1 first;
/// Second element of the pair
T2 second;
// -------------------- Methods -------------------- //
/// Constructor
Pair(const T1& item1, const T2& item2) : first(item1), second(item2) {
}
/// Copy constructor
Pair(const Pair<T1, T2>& pair) : first(pair.first), second(pair.second) {
}
/// Destructor
~Pair() = default;
/// Overloaded equality operator
bool operator==(const Pair<T1, T2>& pair) const {
return first == pair.first && second == pair.second;
}
/// Overloaded not equal operator
bool operator!=(const Pair<T1, T2>& pair) const {
return !((*this) == pair);
}
/// Overloaded assignment operator
Pair<T1, T2>& operator=(const Pair<T1, T2>& pair) {
first = pair.first;
second = pair.second;
}
};
}
// Hash function for struct VerticesPair
namespace std {
template <typename T1, typename T2> struct hash<reactphysics3d::Pair<T1, T2>> {
size_t operator()(const reactphysics3d::Pair<T1, T2>& pair) const {
std::size_t seed = 0;
reactphysics3d::hash_combine<T1>(seed, pair.first);
reactphysics3d::hash_combine<T2>(seed, pair.second);
return seed;
}
};
}
#endif

712
src/containers/Set.h Normal file
View File

@ -0,0 +1,712 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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_SET_H
#define REACTPHYSICS3D_SET_H
// Libraries
#include "memory/MemoryAllocator.h"
#include "mathematics/mathematics_functions.h"
#include <cstring>
#include <stdexcept>
#include <functional>
#include <limits>
namespace reactphysics3d {
// Class Set
/**
* This class represents a simple generic set. This set is implemented
* with a hash table.
*/
template<typename V>
class Set {
private:
/// An entry of the set
struct Entry {
size_t hashCode; // Hash code of the entry
int next; // Index of the next entry
V* value; // Pointer to the value stored in the entry
/// Constructor
Entry() {
next = -1;
value = nullptr;
}
/// Constructor
Entry(size_t hashcode, int nextEntry) {
hashCode = hashcode;
next = nextEntry;
value = nullptr;
}
/// Destructor
~Entry() {
assert(value == nullptr);
}
};
// -------------------- Constants -------------------- //
/// Number of prime numbers in array
static constexpr int NB_PRIMES = 70;
/// Array of prime numbers for the size of the set
static const int PRIMES[NB_PRIMES];
/// Largest prime number
static int LARGEST_PRIME;
// -------------------- Attributes -------------------- //
/// Current number of used entries in the set
int mNbUsedEntries;
/// Number of free entries among the used ones
int mNbFreeEntries;
/// Current capacity of the set
int mCapacity;
/// Array with all the buckets
int* mBuckets;
/// Array with all the entries
Entry* mEntries;
/// Memory allocator
MemoryAllocator& mAllocator;
/// Index to the fist free entry
int mFreeIndex;
// -------------------- Methods -------------------- //
/// Initialize the set
void initialize(int capacity) {
// Compute the next larger prime size
mCapacity = getPrimeSize(capacity);
// Allocate memory for the buckets
mBuckets = static_cast<int*>(mAllocator.allocate(mCapacity * sizeof(int)));
// Allocate memory for the entries
mEntries = static_cast<Entry*>(mAllocator.allocate(mCapacity * sizeof(Entry)));
// Initialize the buckets and entries
for (int i=0; i<mCapacity; i++) {
mBuckets[i] = -1;
// Construct the entry
new (&mEntries[i]) Entry();
}
mNbUsedEntries = 0;
mNbFreeEntries = 0;
mFreeIndex = -1;
}
/// Expand the capacity of the set
void expand(int newCapacity) {
assert(newCapacity > mCapacity);
assert(isPrimeNumber(newCapacity));
// Allocate memory for the buckets
int* newBuckets = static_cast<int*>(mAllocator.allocate(newCapacity * sizeof(int)));
// Allocate memory for the entries
Entry* newEntries = static_cast<Entry*>(mAllocator.allocate(newCapacity * sizeof(Entry)));
// Initialize the new buckets
for (int i=0; i<newCapacity; i++) {
newBuckets[i] = -1;
}
// Copy the old entries to the new allocated memory location
std::memcpy(newEntries, mEntries, mNbUsedEntries * sizeof(Entry));
// Construct the new entries
for (int i=mNbUsedEntries; i<newCapacity; i++) {
// Construct the entry
new (static_cast<void*>(&newEntries[i])) Entry();
}
// For each used entry
for (int i=0; i<mNbUsedEntries; i++) {
// If the entry is not free
if (newEntries[i].hashCode != -1) {
// Get the corresponding bucket
int bucket = newEntries[i].hashCode % newCapacity;
newEntries[i].next = newBuckets[bucket];
newBuckets[bucket] = i;
}
}
// Release previously allocated memory
mAllocator.release(mBuckets, mCapacity * sizeof(int));
mAllocator.release(mEntries, mCapacity * sizeof(Entry));
mCapacity = newCapacity;
mBuckets = newBuckets;
mEntries = newEntries;
}
/// Return the index of the entry with a given value or -1 if there is no entry with this value
int findEntry(const V& value) const {
if (mCapacity > 0) {
size_t hashCode = std::hash<V>()(value);
int bucket = hashCode % mCapacity;
for (int i = mBuckets[bucket]; i >= 0; i = mEntries[i].next) {
if (mEntries[i].hashCode == hashCode && (*mEntries[i].value) == value) {
return i;
}
}
}
return -1;
}
/// Return the prime number that is larger or equal to the number in parameter
/// for the size of the set
static int getPrimeSize(int number) {
// Check if the next larger prime number is in the precomputed array of primes
for (int i = 0; i < NB_PRIMES; i++) {
if (PRIMES[i] >= number) return PRIMES[i];
}
// Manually compute the next larger prime number
for (int i = (number | 1); i < std::numeric_limits<int>::max(); i+=2) {
if (isPrimeNumber(i)) {
return i;
}
}
return number;
}
/// Clear and reset the set
void reset() {
// If elements have been allocated
if (mCapacity > 0) {
// Clear the list
clear();
// Destroy the entries
for (int i=0; i < mCapacity; i++) {
mEntries[i].~Entry();
}
mAllocator.release(mBuckets, mCapacity * sizeof(int));
mAllocator.release(mEntries, mCapacity * sizeof(Entry));
mNbUsedEntries = 0;
mNbFreeEntries = 0;
mCapacity = 0;
mBuckets = nullptr;
mEntries = nullptr;
mFreeIndex = -1;
}
}
public:
/// Class Iterator
/**
* This class represents an iterator for the Set
*/
class Iterator {
private:
/// Array of entries
const Entry* mEntries;
/// Capacity of the map
int mCapacity;
/// Number of used entries in the map
int mNbUsedEntries;
/// Index of the current entry
int mCurrentEntry;
/// Advance the iterator
void advance() {
// If we are trying to move past the end
assert(mCurrentEntry < mNbUsedEntries);
for (mCurrentEntry += 1; mCurrentEntry < mNbUsedEntries; mCurrentEntry++) {
// If the entry is not empty
if (mEntries[mCurrentEntry].value != nullptr) {
// We have found the next non empty entry
return;
}
}
// We have not find a non empty entry, we return an iterator to the end
mCurrentEntry = mCapacity;
}
public:
// Iterator traits
using value_type = V;
using difference_type = std::ptrdiff_t;
using pointer = V*;
using reference = V&;
using iterator_category = std::forward_iterator_tag;
/// Constructor
Iterator() = default;
/// Constructor
Iterator(const Entry* entries, int capacity, int nbUsedEntries, int currentEntry)
:mEntries(entries), mCapacity(capacity), mNbUsedEntries(nbUsedEntries), mCurrentEntry(currentEntry) {
}
/// Copy constructor
Iterator(const Iterator& it)
:mEntries(it.mEntries), mCapacity(it.mCapacity), mNbUsedEntries(it.mNbUsedEntries), mCurrentEntry(it.mCurrentEntry) {
}
/// Deferencable
reference operator*() const {
assert(mCurrentEntry >= 0 && mCurrentEntry < mNbUsedEntries);
assert(mEntries[mCurrentEntry].value != nullptr);
return *(mEntries[mCurrentEntry].value);
}
/// Deferencable
pointer operator->() const {
assert(mCurrentEntry >= 0 && mCurrentEntry < mNbUsedEntries);
assert(mEntries[mCurrentEntry].value != nullptr);
return mEntries[mCurrentEntry].value;
}
/// Post increment (it++)
Iterator& operator++() {
advance();
return *this;
}
/// Pre increment (++it)
Iterator operator++(int number) {
Iterator tmp = *this;
advance();
return tmp;
}
/// Equality operator (it == end())
bool operator==(const Iterator& iterator) const {
return mCurrentEntry == iterator.mCurrentEntry && mEntries == iterator.mEntries;
}
/// Inequality operator (it != end())
bool operator!=(const Iterator& iterator) const {
return !(*this == iterator);
}
};
// -------------------- Methods -------------------- //
/// Constructor
Set(MemoryAllocator& allocator, size_t capacity = 0)
: mNbUsedEntries(0), mNbFreeEntries(0), mCapacity(0), mBuckets(nullptr),
mEntries(nullptr), mAllocator(allocator), mFreeIndex(-1) {
// If the largest prime has not been computed yet
if (LARGEST_PRIME == -1) {
// Compute the largest prime number (largest map capacity)
LARGEST_PRIME = getPrimeSize(PRIMES[NB_PRIMES - 1] + 2);
}
if (capacity > 0) {
initialize(capacity);
}
}
/// Copy constructor
Set(const Set<V>& set)
:mNbUsedEntries(set.mNbUsedEntries), mNbFreeEntries(set.mNbFreeEntries), mCapacity(set.mCapacity),
mAllocator(set.mAllocator), mFreeIndex(set.mFreeIndex) {
// Allocate memory for the buckets
mBuckets = static_cast<int*>(mAllocator.allocate(mCapacity * sizeof(int)));
// Allocate memory for the entries
mEntries = static_cast<Entry*>(mAllocator.allocate(mCapacity * sizeof(Entry)));
// Copy the buckets
std::memcpy(mBuckets, set.mBuckets, mCapacity * sizeof(int));
// Copy the entries
for (int i=0; i < mCapacity; i++) {
new (&mEntries[i]) Entry(set.mEntries[i].hashCode, set.mEntries[i].next);
if (set.mEntries[i].value != nullptr) {
mEntries[i].value = static_cast<V*>(mAllocator.allocate(sizeof(V)));
new (mEntries[i].value) V(*(set.mEntries[i].value));
}
}
}
/// Destructor
~Set() {
reset();
}
/// Allocate memory for a given number of elements
void reserve(size_t capacity) {
if (capacity <= mCapacity) return;
if (capacity > LARGEST_PRIME && LARGEST_PRIME > mCapacity) {
capacity = LARGEST_PRIME;
}
else {
capacity = getPrimeSize(capacity);
}
expand(capacity);
}
/// Return true if the set contains a given value
bool contains(const V& value) const {
return findEntry(value) != -1;
}
/// Add a value into the set
void add(const V& value) {
if (mCapacity == 0) {
initialize(0);
}
// Compute the hash code of the value
size_t hashCode = std::hash<V>()(value);
// Compute the corresponding bucket index
int bucket = hashCode % mCapacity;
// Check if the item is already in the set
for (int i = mBuckets[bucket]; i >= 0; i = mEntries[i].next) {
// If there is already an item with the same value in the set
if (mEntries[i].hashCode == hashCode && (*mEntries[i].value) == value) {
return;
}
}
size_t entryIndex;
// If there are free entries to use
if (mNbFreeEntries > 0) {
assert(mFreeIndex >= 0);
entryIndex = mFreeIndex;
mFreeIndex = mEntries[entryIndex].next;
mNbFreeEntries--;
}
else {
// If we need to allocator more entries
if (mNbUsedEntries == mCapacity) {
// Allocate more memory
reserve(mCapacity * 2);
// Recompute the bucket index
bucket = hashCode % mCapacity;
}
entryIndex = mNbUsedEntries;
mNbUsedEntries++;
}
assert(mEntries[entryIndex].value == nullptr);
mEntries[entryIndex].hashCode = hashCode;
mEntries[entryIndex].next = mBuckets[bucket];
mEntries[entryIndex].value = static_cast<V*>(mAllocator.allocate(sizeof(V)));
assert(mEntries[entryIndex].value != nullptr);
new (mEntries[entryIndex].value) V(value);
mBuckets[bucket] = entryIndex;
}
/// Remove the element pointed by some iterator
/// This method returns an iterator pointing to the
/// element after the one that has been removed
Iterator remove(const Iterator& it) {
return remove(*it);
}
/// Remove the element from the set with a given value
/// This method returns an iterator pointing to the
/// element after the one that has been removed
Iterator remove(const V& value) {
if (mCapacity > 0) {
size_t hashcode = std::hash<V>()(value);
int bucket = hashcode % mCapacity;
int last = -1;
for (int i = mBuckets[bucket]; i >= 0; last = i, i = mEntries[i].next) {
if (mEntries[i].hashCode == hashcode && (*mEntries[i].value) == value) {
if (last < 0 ) {
mBuckets[bucket] = mEntries[i].next;
}
else {
mEntries[last].next = mEntries[i].next;
}
// Release memory for the value if any
if (mEntries[i].value != nullptr) {
mEntries[i].value->~V();
mAllocator.release(mEntries[i].value, sizeof(V));
mEntries[i].value = nullptr;
}
mEntries[i].hashCode = -1;
mEntries[i].next = mFreeIndex;
mFreeIndex = i;
mNbFreeEntries++;
// Find the next valid entry to return an iterator
for (i += 1; i < mNbUsedEntries; i++) {
// If the entry is not empty
if (mEntries[i].value != nullptr) {
// We have found the next non empty entry
return Iterator(mEntries, mCapacity, mNbUsedEntries, i);
}
}
return end();
}
}
}
return end();
}
/// Clear the set
void clear() {
if (mNbUsedEntries > 0) {
for (int i=0; i < mCapacity; i++) {
mBuckets[i] = -1;
mEntries[i].next = -1;
if (mEntries[i].value != nullptr) {
mEntries[i].value->~V();
mAllocator.release(mEntries[i].value, sizeof(V));
mEntries[i].value = nullptr;
}
}
mFreeIndex = -1;
mNbUsedEntries = 0;
mNbFreeEntries = 0;
}
assert(size() == 0);
}
/// Return the number of elements in the set
int size() const {
return mNbUsedEntries - mNbFreeEntries;
}
/// Return the capacity of the set
int capacity() const {
return mCapacity;
}
/// Try to find an item of the set given a key.
/// The method returns an iterator to the found item or
/// an iterator pointing to the end if not found
Iterator find(const V& value) const {
int bucket;
int entry = -1;
if (mCapacity > 0) {
size_t hashCode = std::hash<V>()(value);
bucket = hashCode % mCapacity;
for (int i = mBuckets[bucket]; i >= 0; i = mEntries[i].next) {
if (mEntries[i].hashCode == hashCode && *(mEntries[i].value) == value) {
entry = i;
break;
}
}
}
if (entry == -1) {
return end();
}
assert(mEntries[entry].value != nullptr);
return Iterator(mEntries, mCapacity, mNbUsedEntries, entry);
}
/// Overloaded equality operator
bool operator==(const Set<V>& set) const {
if (size() != set.size()) return false;
for (auto it = begin(); it != end(); ++it) {
if(!set.contains(*it)) {
return false;
}
}
return true;
}
/// Overloaded not equal operator
bool operator!=(const Set<V>& set) const {
return !((*this) == set);
}
/// Overloaded assignment operator
Set<V>& operator=(const Set<V>& set) {
// Check for self assignment
if (this != &set) {
// Reset the set
reset();
if (set.mCapacity > 0) {
// Compute the next larger prime size
mCapacity = getPrimeSize(set.mCapacity);
// Allocate memory for the buckets
mBuckets = static_cast<int*>(mAllocator.allocate(mCapacity * sizeof(int)));
// Allocate memory for the entries
mEntries = static_cast<Entry*>(mAllocator.allocate(mCapacity * sizeof(Entry)));
// Copy the buckets
std::memcpy(mBuckets, set.mBuckets, mCapacity * sizeof(int));
// Copy the entries
for (int i=0; i < mCapacity; i++) {
new (&mEntries[i]) Entry(set.mEntries[i].hashCode, set.mEntries[i].next);
if (set.mEntries[i].value != nullptr) {
mEntries[i].value = static_cast<V*>(mAllocator.allocate(sizeof(V)));
new (mEntries[i].value) V(*(set.mEntries[i].value));
}
}
mNbUsedEntries = set.mNbUsedEntries;
mNbFreeEntries = set.mNbFreeEntries;
mFreeIndex = set.mFreeIndex;
}
}
return *this;
}
/// Return a begin iterator
Iterator begin() const {
// If the map is empty
if (size() == 0) {
// Return an iterator to the end
return end();
}
// Find the first used entry
int entry;
for (entry=0; entry < mNbUsedEntries; entry++) {
if (mEntries[entry].value != nullptr) {
return Iterator(mEntries, mCapacity, mNbUsedEntries, entry);
}
}
assert(false);
}
/// Return a end iterator
Iterator end() const {
return Iterator(mEntries, mCapacity, mNbUsedEntries, mCapacity);
}
};
template<typename V>
const int Set<V>::PRIMES[NB_PRIMES] = {3, 7, 11, 17, 23, 29, 37, 47, 59, 71, 89, 107, 131, 163, 197, 239, 293, 353, 431, 521, 631, 761, 919,
1103, 1327, 1597, 1931, 2333, 2801, 3371, 4049, 4861, 5839, 7013, 8419, 10103, 12143, 14591,
17519, 21023, 25229, 30293, 36353, 43627, 52361, 62851, 75431, 90523, 108631, 130363, 156437,
187751, 225307, 270371, 324449, 389357, 467237, 560689, 672827, 807403, 968897, 1162687, 1395263,
1674319, 2009191, 2411033, 2893249, 3471899, 4166287, 4999559};
template<typename V>
int Set<V>::LARGEST_PRIME = -1;
}
#endif

View File

@ -28,6 +28,7 @@
// Libraries
#include "configuration.h"
#include "memory/MemoryAllocator.h"
namespace reactphysics3d {
@ -43,6 +44,9 @@ class Stack {
// -------------------- Attributes -------------------- //
/// Reference to the memory allocator
MemoryAllocator& mAllocator;
/// Initial array that contains the elements of the stack
T mInitArray[capacity];
@ -60,7 +64,8 @@ class Stack {
// -------------------- Methods -------------------- //
/// Constructor
Stack() : mElements(mInitArray), mNbElements(0), mNbAllocatedElements(capacity) {
Stack(MemoryAllocator& allocator)
:mAllocator(allocator), mElements(mInitArray), mNbElements(0), mNbAllocatedElements(capacity) {
}
@ -71,7 +76,7 @@ class Stack {
if (mInitArray != mElements) {
// Release the memory allocated on the heap
free(mElements);
mAllocator.release(mElements, mNbAllocatedElements * sizeof(T));
}
}
@ -93,12 +98,13 @@ inline void Stack<T, capacity>::push(const T& element) {
// If we need to allocate more elements
if (mNbElements == mNbAllocatedElements) {
T* oldElements = mElements;
uint oldNbAllocatedElements = mNbAllocatedElements;
mNbAllocatedElements *= 2;
mElements = (T*) malloc(mNbAllocatedElements * sizeof(T));
mElements = static_cast<T*>(mAllocator.allocate(mNbAllocatedElements * sizeof(T)));
assert(mElements);
memcpy(mElements, oldElements, mNbElements * sizeof(T));
if (oldElements != mInitArray) {
free(oldElements);
mAllocator.release(oldElements, oldNbAllocatedElements * sizeof(T));
}
}

View File

@ -0,0 +1,44 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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_CONTAINERS_COMMON_H
#define REACTPHYSICS3D_CONTAINERS_COMMON_H
// Libraries
#include <cstddef>
#include <functional>
namespace reactphysics3d {
/// This method is used to combine two hash values
template <class T>
inline void hash_combine(std::size_t& seed, const T& v) {
std::hash<T> hasher;
seed ^= hasher(v) + 0x9e3779b9 + (seed<<6) + (seed>>2);
}
}
#endif

View File

@ -33,8 +33,8 @@ using namespace std;
// Constructor
CollisionWorld::CollisionWorld()
: mCollisionDetection(this, mMemoryManager), mCurrentBodyID(0),
mEventListener(nullptr) {
: mCollisionDetection(this, mMemoryManager), mBodies(mMemoryManager.getPoolAllocator()), mCurrentBodyID(0),
mFreeBodiesIDs(mMemoryManager.getPoolAllocator()), mEventListener(nullptr) {
#ifdef IS_PROFILING_ACTIVE
@ -49,14 +49,11 @@ CollisionWorld::CollisionWorld()
CollisionWorld::~CollisionWorld() {
// Destroy all the collision bodies that have not been removed
std::set<CollisionBody*>::iterator itBodies;
for (itBodies = mBodies.begin(); itBodies != mBodies.end(); ) {
std::set<CollisionBody*>::iterator itToRemove = itBodies;
++itBodies;
destroyCollisionBody(*itToRemove);
for (int i=mBodies.size() - 1 ; i >= 0; i--) {
destroyCollisionBody(mBodies[i]);
}
assert(mBodies.empty());
assert(mBodies.size() == 0);
}
// Create a collision body and add it to the world
@ -80,7 +77,7 @@ CollisionBody* CollisionWorld::createCollisionBody(const Transform& transform) {
assert(collisionBody != nullptr);
// Add the collision body to the world
mBodies.insert(collisionBody);
mBodies.add(collisionBody);
#ifdef IS_PROFILING_ACTIVE
@ -102,13 +99,13 @@ void CollisionWorld::destroyCollisionBody(CollisionBody* collisionBody) {
collisionBody->removeAllCollisionShapes();
// Add the body ID to the list of free IDs
mFreeBodiesIDs.push_back(collisionBody->getID());
mFreeBodiesIDs.add(collisionBody->getID());
// Call the destructor of the collision body
collisionBody->~CollisionBody();
// Remove the collision body from the list of bodies
mBodies.erase(collisionBody);
mBodies.remove(collisionBody);
// Free the object from the memory allocator
mMemoryManager.release(MemoryManager::AllocationType::Pool, collisionBody, sizeof(CollisionBody));
@ -119,9 +116,9 @@ bodyindex CollisionWorld::computeNextAvailableBodyID() {
// Compute the body ID
bodyindex bodyID;
if (!mFreeBodiesIDs.empty()) {
bodyID = mFreeBodiesIDs.back();
mFreeBodiesIDs.pop_back();
if (mFreeBodiesIDs.size() != 0) {
bodyID = mFreeBodiesIDs[mFreeBodiesIDs.size() - 1];
mFreeBodiesIDs.removeAt(mFreeBodiesIDs.size() - 1);
}
else {
bodyID = mCurrentBodyID;
@ -135,7 +132,7 @@ bodyindex CollisionWorld::computeNextAvailableBodyID() {
void CollisionWorld::resetContactManifoldListsOfBodies() {
// For each rigid body of the world
for (std::set<CollisionBody*>::iterator it = mBodies.begin(); it != mBodies.end(); ++it) {
for (List<CollisionBody*>::Iterator it = mBodies.begin(); it != mBodies.end(); ++it) {
// Reset the contact manifold list of the body
(*it)->resetContactManifoldsList();

View File

@ -27,11 +27,9 @@
#define REACTPHYSICS3D_COLLISION_WORLD_H
// Libraries
#include <vector>
#include <set>
#include <list>
#include <algorithm>
#include "mathematics/mathematics.h"
#include "containers/List.h"
#include "Profiler.h"
#include "body/CollisionBody.h"
#include "collision/RaycastInfo.h"
@ -68,13 +66,13 @@ class CollisionWorld {
CollisionDetection mCollisionDetection;
/// All the bodies (rigid and soft) of the world
std::set<CollisionBody*> mBodies;
List<CollisionBody*> mBodies;
/// Current body ID
bodyindex mCurrentBodyID;
/// List of free ID for rigid bodies
std::vector<luint> mFreeBodiesIDs;
List<luint> mFreeBodiesIDs;
/// Pointer to an event listener object
EventListener* mEventListener;
@ -109,12 +107,6 @@ class CollisionWorld {
/// Deleted assignment operator
CollisionWorld& operator=(const CollisionWorld& world) = delete;
/// Return an iterator to the beginning of the bodies of the physics world
std::set<CollisionBody*>::iterator getBodiesBeginIterator();
/// Return an iterator to the end of the bodies of the physics world
std::set<CollisionBody*>::iterator getBodiesEndIterator();
/// Create a collision body
CollisionBody* createCollisionBody(const Transform& transform);
@ -167,22 +159,6 @@ class CollisionWorld {
friend class ConvexMeshShape;
};
// Return an iterator to the beginning of the bodies of the physics world
/**
* @return An starting iterator to the set of bodies of the world
*/
inline std::set<CollisionBody*>::iterator CollisionWorld::getBodiesBeginIterator() {
return mBodies.begin();
}
// Return an iterator to the end of the bodies of the physics world
/**
* @return An ending iterator to the set of bodies of the world
*/
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.

View File

@ -31,8 +31,6 @@
#include "mathematics/mathematics.h"
#include "constraint/Joint.h"
#include "Island.h"
#include <map>
#include <set>
namespace reactphysics3d {

View File

@ -32,8 +32,6 @@
#include "constraint/Joint.h"
#include "collision/ContactManifold.h"
#include "Island.h"
#include <map>
#include <set>
/// ReactPhysics3D namespace
namespace reactphysics3d {

View File

@ -44,7 +44,8 @@ DynamicsWorld::DynamicsWorld(const Vector3 &gravity)
mContactSolver(mMemoryManager),
mNbVelocitySolverIterations(DEFAULT_VELOCITY_SOLVER_NB_ITERATIONS),
mNbPositionSolverIterations(DEFAULT_POSITION_SOLVER_NB_ITERATIONS),
mIsSleepingEnabled(SLEEPING_ENABLED), mGravity(gravity), mTimeStep(decimal(1.0f / 60.0f)),
mIsSleepingEnabled(SLEEPING_ENABLED), mRigidBodies(mMemoryManager.getPoolAllocator()),
mJoints(mMemoryManager.getPoolAllocator()), mGravity(gravity), mTimeStep(decimal(1.0f / 60.0f)),
mIsGravityEnabled(true), mConstrainedLinearVelocities(nullptr),
mConstrainedAngularVelocities(nullptr), mSplitLinearVelocities(nullptr),
mSplitAngularVelocities(nullptr), mConstrainedPositions(nullptr),
@ -67,19 +68,13 @@ DynamicsWorld::DynamicsWorld(const Vector3 &gravity)
DynamicsWorld::~DynamicsWorld() {
// Destroy all the joints that have not been removed
std::set<Joint*>::iterator itJoints;
for (itJoints = mJoints.begin(); itJoints != mJoints.end();) {
std::set<Joint*>::iterator itToRemove = itJoints;
++itJoints;
destroyJoint(*itToRemove);
for (int i=mJoints.size() - 1; i >= 0; i--) {
destroyJoint(mJoints[i]);
}
// Destroy all the rigid bodies that have not been removed
std::set<RigidBody*>::iterator itRigidBodies;
for (itRigidBodies = mRigidBodies.begin(); itRigidBodies != mRigidBodies.end();) {
std::set<RigidBody*>::iterator itToRemove = itRigidBodies;
++itRigidBodies;
destroyRigidBody(*itToRemove);
for (int i=mRigidBodies.size() - 1; i >= 0; i--) {
destroyRigidBody(mRigidBodies[i]);
}
assert(mJoints.size() == 0);
@ -257,7 +252,7 @@ void DynamicsWorld::initVelocityArrays() {
// Initialize the map of body indexes in the velocity arrays
uint i = 0;
for (std::set<RigidBody*>::iterator it = mRigidBodies.begin(); it != mRigidBodies.end(); ++it) {
for (List<RigidBody*>::Iterator it = mRigidBodies.begin(); it != mRigidBodies.end(); ++it) {
mSplitLinearVelocities[i].setToZero();
mSplitAngularVelocities[i].setToZero();
@ -388,7 +383,7 @@ void DynamicsWorld::solvePositionCorrection() {
PROFILE("DynamicsWorld::solvePositionCorrection()", &mProfiler);
// Do not continue if there is no constraints
if (mJoints.empty()) return;
if (mJoints.size() == 0) return;
// For each island of the world
for (uint islandIndex = 0; islandIndex < mNbIslands; islandIndex++) {
@ -423,8 +418,8 @@ RigidBody* DynamicsWorld::createRigidBody(const Transform& transform) {
assert(rigidBody != nullptr);
// Add the rigid body to the physics world
mBodies.insert(rigidBody);
mRigidBodies.insert(rigidBody);
mBodies.add(rigidBody);
mRigidBodies.add(rigidBody);
#ifdef IS_PROFILING_ACTIVE
@ -446,7 +441,7 @@ void DynamicsWorld::destroyRigidBody(RigidBody* rigidBody) {
rigidBody->removeAllCollisionShapes();
// Add the body ID to the list of free IDs
mFreeBodiesIDs.push_back(rigidBody->getID());
mFreeBodiesIDs.add(rigidBody->getID());
// Destroy all the joints in which the rigid body to be destroyed is involved
JointListElement* element;
@ -461,8 +456,8 @@ void DynamicsWorld::destroyRigidBody(RigidBody* rigidBody) {
rigidBody->~RigidBody();
// Remove the rigid body from the list of rigid bodies
mBodies.erase(rigidBody);
mRigidBodies.erase(rigidBody);
mBodies.remove(rigidBody);
mRigidBodies.remove(rigidBody);
// Free the object from the memory allocator
mMemoryManager.release(MemoryManager::AllocationType::Pool, rigidBody, sizeof(RigidBody));
@ -536,7 +531,7 @@ Joint* DynamicsWorld::createJoint(const JointInfo& jointInfo) {
}
// Add the joint into the world
mJoints.insert(newJoint);
mJoints.add(newJoint);
// Add the joint into the joint list of the bodies involved in the joint
addJointToBody(newJoint);
@ -565,7 +560,7 @@ void DynamicsWorld::destroyJoint(Joint* joint) {
joint->getBody2()->setIsSleeping(false);
// Remove the joint from the world
mJoints.erase(joint);
mJoints.remove(joint);
// Remove the joint from the joint list of the bodies involved in the joint
joint->mBody1->removeJointFromJointsList(mMemoryManager, joint);
@ -622,11 +617,11 @@ void DynamicsWorld::computeIslands() {
int nbContactManifolds = 0;
// Reset all the isAlreadyInIsland variables of bodies, joints and contact manifolds
for (std::set<RigidBody*>::iterator it = mRigidBodies.begin(); it != mRigidBodies.end(); ++it) {
for (List<RigidBody*>::Iterator it = mRigidBodies.begin(); it != mRigidBodies.end(); ++it) {
int nbBodyManifolds = (*it)->resetIsAlreadyInIslandAndCountManifolds();
nbContactManifolds += nbBodyManifolds;
}
for (std::set<Joint*>::iterator it = mJoints.begin(); it != mJoints.end(); ++it) {
for (List<Joint*>::Iterator it = mJoints.begin(); it != mJoints.end(); ++it) {
(*it)->mIsAlreadyInIsland = false;
}
@ -636,7 +631,7 @@ void DynamicsWorld::computeIslands() {
nbBytesStack));
// For each rigid body of the world
for (std::set<RigidBody*>::iterator it = mRigidBodies.begin(); it != mRigidBodies.end(); ++it) {
for (List<RigidBody*>::Iterator it = mRigidBodies.begin(); it != mRigidBodies.end(); ++it) {
RigidBody* body = *it;
@ -818,7 +813,7 @@ void DynamicsWorld::enableSleeping(bool isSleepingEnabled) {
if (!mIsSleepingEnabled) {
// For each body of the world
std::set<RigidBody*>::iterator it;
List<RigidBody*>::Iterator it;
for (it = mRigidBodies.begin(); it != mRigidBodies.end(); ++it) {
// Wake up the rigid body
@ -828,12 +823,12 @@ void DynamicsWorld::enableSleeping(bool isSleepingEnabled) {
}
/// Return the list of all contacts of the world
std::vector<const ContactManifold*> DynamicsWorld::getContactsList() const {
List<const ContactManifold*> DynamicsWorld::getContactsList() {
std::vector<const ContactManifold*> contactManifolds;
List<const ContactManifold*> contactManifolds(mMemoryManager.getPoolAllocator());
// For each currently overlapping pair of bodies
std::map<overlappingpairid, OverlappingPair*>::const_iterator it;
Map<Pair<uint, uint>, OverlappingPair*>::Iterator it;
for (it = mCollisionDetection.mOverlappingPairs.begin();
it != mCollisionDetection.mOverlappingPairs.end(); ++it) {
@ -845,7 +840,7 @@ std::vector<const ContactManifold*> DynamicsWorld::getContactsList() const {
while (manifold != nullptr) {
// Get the contact manifold
contactManifolds.push_back(manifold);
contactManifolds.add(manifold);
manifold = manifold->getNext();
}

View File

@ -66,10 +66,10 @@ class DynamicsWorld : public CollisionWorld {
bool mIsSleepingEnabled;
/// All the rigid bodies of the physics world
std::set<RigidBody*> mRigidBodies;
List<RigidBody*> mRigidBodies;
/// All the joints of the world
std::set<Joint*> mJoints;
List<Joint*> mJoints;
/// Gravity vector of the world
Vector3 mGravity;
@ -215,12 +215,6 @@ class DynamicsWorld : public CollisionWorld {
/// Return the number of joints in the world
uint getNbJoints() const;
/// Return an iterator to the beginning of the rigid bodies of the physics world
std::set<RigidBody*>::iterator getRigidBodiesBeginIterator();
/// Return an iterator to the end of the rigid bodies of the physics world
std::set<RigidBody*>::iterator getRigidBodiesEndIterator();
/// Return true if the sleeping technique is enabled
bool isSleepingEnabled() const;
@ -249,7 +243,7 @@ class DynamicsWorld : public CollisionWorld {
void setEventListener(EventListener* eventListener);
/// Return the list of all contacts of the world
std::vector<const ContactManifold*> getContactsList() const;
List<const ContactManifold*> getContactsList();
// -------------------- Friendship -------------------- //
@ -260,7 +254,7 @@ class DynamicsWorld : public CollisionWorld {
inline void DynamicsWorld::resetBodiesForceAndTorque() {
// For each body of the world
std::set<RigidBody*>::iterator it;
List<RigidBody*>::Iterator it;
for (it = mRigidBodies.begin(); it != mRigidBodies.end(); ++it) {
(*it)->mExternalForce.setToZero();
(*it)->mExternalTorque.setToZero();
@ -370,22 +364,6 @@ inline uint DynamicsWorld::getNbJoints() const {
return mJoints.size();
}
// Return an iterator to the beginning of the bodies of the physics world
/**
* @return Starting iterator of the set of rigid bodies
*/
inline std::set<RigidBody*>::iterator DynamicsWorld::getRigidBodiesBeginIterator() {
return mRigidBodies.begin();
}
// Return an iterator to the end of the bodies of the physics world
/**
* @return Ending iterator of the set of rigid bodies
*/
inline std::set<RigidBody*>::iterator DynamicsWorld::getRigidBodiesEndIterator() {
return mRigidBodies.end();
}
// Return true if the sleeping technique is enabled
/**
* @return True if the sleeping technique is enabled and false otherwise

View File

@ -28,14 +28,17 @@
#include "OverlappingPair.h"
#include "collision/ContactManifoldInfo.h"
#include "collision/NarrowPhaseInfo.h"
#include "containers/containers_common.h"
using namespace reactphysics3d;
// Constructor
OverlappingPair::OverlappingPair(ProxyShape* shape1, ProxyShape* shape2,
MemoryAllocator& persistentMemoryAllocator, MemoryAllocator& temporaryMemoryAllocator)
: mContactManifoldSet(shape1, shape2, persistentMemoryAllocator), mPotentialContactManifolds(nullptr),
mPersistentAllocator(persistentMemoryAllocator), mTempMemoryAllocator(temporaryMemoryAllocator) {
mPersistentAllocator(persistentMemoryAllocator), mTempMemoryAllocator(temporaryMemoryAllocator),
mLastFrameCollisionInfos(mPersistentAllocator) {
}
@ -150,7 +153,8 @@ void OverlappingPair::reducePotentialContactManifolds() {
void OverlappingPair::addLastFrameInfoIfNecessary(uint shapeId1, uint shapeId2) {
// Try to get the corresponding last frame collision info
auto it = mLastFrameCollisionInfos.find(std::make_pair(shapeId1, shapeId2));
const ShapeIdPair shapeIdPair(shapeId1, shapeId2);
auto it = mLastFrameCollisionInfos.find(shapeIdPair);
// If there is no collision info for those two shapes already
if (it == mLastFrameCollisionInfos.end()) {
@ -160,9 +164,7 @@ void OverlappingPair::addLastFrameInfoIfNecessary(uint shapeId1, uint shapeId2)
LastFrameCollisionInfo();
// Add it into the map of collision infos
std::map<std::pair<uint, uint>, LastFrameCollisionInfo*>::iterator it;
auto ret = mLastFrameCollisionInfos.insert(std::make_pair(std::make_pair(shapeId1, shapeId2), collisionInfo));
assert(ret.second);
mLastFrameCollisionInfos.add(Pair<ShapeIdPair, LastFrameCollisionInfo*>(shapeIdPair, collisionInfo));
}
else {
@ -185,7 +187,7 @@ void OverlappingPair::clearObsoleteLastFrameCollisionInfos() {
it->second->~LastFrameCollisionInfo();
mPersistentAllocator.release(it->second, sizeof(LastFrameCollisionInfo));
mLastFrameCollisionInfos.erase(it++);
it = mLastFrameCollisionInfos.remove(it);
}
else {
++it;

View File

@ -30,14 +30,13 @@
#include "collision/ContactManifoldSet.h"
#include "collision/ProxyShape.h"
#include "collision/shapes/CollisionShape.h"
#include <map>
#include "containers/Map.h"
#include "containers/Pair.h"
#include "containers/containers_common.h"
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Type for the overlapping pair ID
using overlappingpairid = std::pair<uint, uint>;
// Structure LastFrameCollisionInfo
/**
* This structure contains collision info about the last frame.
@ -95,6 +94,11 @@ struct LastFrameCollisionInfo {
*/
class OverlappingPair {
public:
using OverlappingPairId = Pair<uint, uint>;
using ShapeIdPair = Pair<uint, uint>;
private:
// -------------------- Attributes -------------------- //
@ -102,13 +106,6 @@ class OverlappingPair {
/// Set of persistent contact manifolds
ContactManifoldSet mContactManifoldSet;
/// Temporal coherence collision data for each overlapping collision shapes of this pair.
/// Temporal coherence data store collision information about the last frame.
/// If two convex shapes overlap, we have a single collision data but if one shape is concave,
/// we might have collision data for several overlapping triangles. The key in the map is the
/// shape Ids of the two collision shapes.
std::map<std::pair<uint, uint>, LastFrameCollisionInfo*> mLastFrameCollisionInfos;
/// Linked-list of potential contact manifold
ContactManifoldInfo* mPotentialContactManifolds;
@ -118,6 +115,13 @@ class OverlappingPair {
/// Memory allocator used to allocated memory for the ContactManifoldInfo and ContactPointInfo
MemoryAllocator& mTempMemoryAllocator;
/// Temporal coherence collision data for each overlapping collision shapes of this pair.
/// Temporal coherence data store collision information about the last frame.
/// If two convex shapes overlap, we have a single collision data but if one shape is concave,
/// we might have collision data for several overlapping triangles. The key in the map is the
/// shape Ids of the two collision shapes.
Map<ShapeIdPair, LastFrameCollisionInfo*> mLastFrameCollisionInfos;
public:
// -------------------- Methods -------------------- //
@ -142,7 +146,7 @@ class OverlappingPair {
ProxyShape* getShape2() const;
/// Return the last frame collision info
LastFrameCollisionInfo* getLastFrameCollisionInfo(std::pair<uint, uint> shapeIds);
LastFrameCollisionInfo* getLastFrameCollisionInfo(ShapeIdPair& shapeIds);
/// Return the a reference to the contact manifold set
const ContactManifoldSet& getContactManifoldSet();
@ -193,7 +197,7 @@ class OverlappingPair {
void makeLastFrameCollisionInfosObsolete();
/// Return the pair of bodies index
static overlappingpairid computeID(ProxyShape* shape1, ProxyShape* shape2);
static OverlappingPairId computeID(ProxyShape* shape1, ProxyShape* shape2);
/// Return the pair of bodies index of the pair
static bodyindexpair computeBodiesIndexPair(CollisionBody* body1, CollisionBody* body2);
@ -219,8 +223,8 @@ inline void OverlappingPair::addContactManifold(const ContactManifoldInfo* conta
}
// Return the last frame collision info for a given shape id or nullptr if none is found
inline LastFrameCollisionInfo* OverlappingPair::getLastFrameCollisionInfo(std::pair<uint, uint> shapeIds) {
std::map<std::pair<uint, uint>, LastFrameCollisionInfo*>::iterator it = mLastFrameCollisionInfos.find(shapeIds);
inline LastFrameCollisionInfo* OverlappingPair::getLastFrameCollisionInfo(ShapeIdPair& shapeIds) {
Map<ShapeIdPair, LastFrameCollisionInfo*>::Iterator it = mLastFrameCollisionInfos.find(shapeIds);
if (it != mLastFrameCollisionInfos.end()) {
return it->second;
}
@ -240,13 +244,13 @@ inline void OverlappingPair::makeContactsObsolete() {
}
// Return the pair of bodies index
inline overlappingpairid OverlappingPair::computeID(ProxyShape* shape1, ProxyShape* shape2) {
inline OverlappingPair::OverlappingPairId OverlappingPair::computeID(ProxyShape* shape1, ProxyShape* shape2) {
assert(shape1->mBroadPhaseID >= 0 && shape2->mBroadPhaseID >= 0);
// Construct the pair of body index
overlappingpairid pairID = shape1->mBroadPhaseID < shape2->mBroadPhaseID ?
std::make_pair(shape1->mBroadPhaseID, shape2->mBroadPhaseID) :
std::make_pair(shape2->mBroadPhaseID, shape1->mBroadPhaseID);
OverlappingPairId pairID = shape1->mBroadPhaseID < shape2->mBroadPhaseID ?
OverlappingPairId(shape1->mBroadPhaseID, shape2->mBroadPhaseID) :
OverlappingPairId(shape2->mBroadPhaseID, shape1->mBroadPhaseID);
assert(pairID.first != pairID.second);
return pairID;
}
@ -257,8 +261,8 @@ inline bodyindexpair OverlappingPair::computeBodiesIndexPair(CollisionBody* body
// Construct the pair of body index
bodyindexpair indexPair = body1->getID() < body2->getID() ?
std::make_pair(body1->getID(), body2->getID()) :
std::make_pair(body2->getID(), body1->getID());
bodyindexpair(body1->getID(), body2->getID()) :
bodyindexpair(body2->getID(), body1->getID());
assert(indexPair.first != indexPair.second);
return indexPair;
}
@ -296,7 +300,7 @@ inline void OverlappingPair::reduceContactManifolds() {
// Return the last frame collision info for a given pair of shape ids
inline LastFrameCollisionInfo* OverlappingPair::getLastFrameCollisionInfo(uint shapeId1, uint shapeId2) const {
return mLastFrameCollisionInfos.at(std::make_pair(shapeId1, shapeId2));
return mLastFrameCollisionInfos[ShapeIdPair(shapeId1, shapeId2)];
}
}

View File

@ -44,10 +44,10 @@ struct Ray {
// -------------------- Attributes -------------------- //
/// First point of the ray (origin)
/// First point of the ray (origin) in world-space
Vector3 point1;
/// Second point of the ray
/// Second point of the ray in world-space
Vector3 point2;
/// Maximum fraction value

View File

@ -25,7 +25,6 @@
// Libraries
#include "Vector2.h"
#include <vector>
// Namespaces
using namespace reactphysics3d;

View File

@ -26,7 +26,6 @@
// Libraries
#include "Vector3.h"
#include <iostream>
#include <vector>
// Namespaces
using namespace reactphysics3d;

View File

@ -36,7 +36,6 @@
#include "Ray.h"
#include "configuration.h"
#include "mathematics_functions.h"
#include <vector>
#include <cstdio>
#include <cassert>
#include <cmath>

View File

@ -28,7 +28,6 @@
#include "Vector3.h"
#include "Vector2.h"
#include <cassert>
#include <vector>
using namespace reactphysics3d;
@ -226,30 +225,26 @@ List<Vector3> reactphysics3d::clipSegmentWithPlanes(const Vector3& segA, const V
const List<Vector3>& planesPoints,
const List<Vector3>& planesNormals,
MemoryAllocator& allocator) {
assert(planesPoints.size() == planesNormals.size());
List<Vector3> list1(allocator, 2);
List<Vector3> list2(allocator, 2);
List<Vector3> inputVertices(allocator, 2);
List<Vector3> outputVertices(allocator, 2);
List<Vector3>* inputVertices = &list1;
List<Vector3>* outputVertices = &list2;
inputVertices->add(segA);
inputVertices->add(segB);
inputVertices.add(segA);
inputVertices.add(segB);
// For each clipping plane
for (uint p=0; p<planesPoints.size(); p++) {
// If there is no more vertices, stop
if (inputVertices->size() == 0) return *inputVertices;
if (inputVertices.size() == 0) return inputVertices;
assert(inputVertices->size() == 2);
assert(inputVertices.size() == 2);
outputVertices->clear();
outputVertices.clear();
Vector3& v1 = (*inputVertices)[0];
Vector3& v2 = (*inputVertices)[1];
Vector3& v1 = inputVertices[0];
Vector3& v2 = inputVertices[1];
decimal v1DotN = (v1 - planesPoints[p]).dot(planesNormals[p]);
decimal v2DotN = (v2 - planesPoints[p]).dot(planesNormals[p]);
@ -264,40 +259,39 @@ List<Vector3> reactphysics3d::clipSegmentWithPlanes(const Vector3& segA, const V
decimal t = computePlaneSegmentIntersection(v1, v2, planesNormals[p].dot(planesPoints[p]), planesNormals[p]);
if (t >= decimal(0) && t <= decimal(1.0)) {
outputVertices->add(v1 + t * (v2 - v1));
outputVertices.add(v1 + t * (v2 - v1));
}
else {
outputVertices->add(v2);
outputVertices.add(v2);
}
}
else {
outputVertices->add(v1);
outputVertices.add(v1);
}
// Add the second vertex
outputVertices->add(v2);
outputVertices.add(v2);
}
else { // If the second vertex is behind the clipping plane
// If the first vertex is in front of the clippling plane
if (v1DotN >= decimal(0.0)) {
outputVertices->add(v1);
outputVertices.add(v1);
// The first point we keep is the intersection between the segment v1, v2 and the clipping plane
decimal t = computePlaneSegmentIntersection(v1, v2, -planesNormals[p].dot(planesPoints[p]), -planesNormals[p]);
if (t >= decimal(0.0) && t <= decimal(1.0)) {
outputVertices->add(v1 + t * (v2 - v1));
outputVertices.add(v1 + t * (v2 - v1));
}
}
}
inputVertices = outputVertices;
outputVertices = p % 2 == 0 ? &list1 : &list2;
}
return *outputVertices;
return outputVertices;
}
// Clip a polygon against multiple planes and return the clipped polygon vertices
@ -307,75 +301,73 @@ List<Vector3> reactphysics3d::clipPolygonWithPlanes(const List<Vector3>& polygon
assert(planesPoints.size() == planesNormals.size());
uint nbMaxElements = polygonVertices.size() + planesPoints.size();
List<Vector3> list1(allocator, nbMaxElements);
List<Vector3> list2(allocator, nbMaxElements);
uint nbMaxElements = polygonVertices.size() + planesPoints.size();
List<Vector3> inputVertices(allocator, nbMaxElements);
List<Vector3> outputVertices(allocator, nbMaxElements);
const List<Vector3>* inputVertices = &polygonVertices;
List<Vector3>* outputVertices = &list2;
inputVertices.addRange(polygonVertices);
// For each clipping plane
for (uint p=0; p<planesPoints.size(); p++) {
// For each clipping plane
for (uint p=0; p<planesPoints.size(); p++) {
outputVertices->clear();
outputVertices.clear();
uint nbInputVertices = inputVertices->size();
uint vStart = nbInputVertices - 1;
uint nbInputVertices = inputVertices.size();
uint vStart = nbInputVertices - 1;
// For each edge of the polygon
for (uint vEnd = 0; vEnd<nbInputVertices; vEnd++) {
// For each edge of the polygon
for (uint vEnd = 0; vEnd<nbInputVertices; vEnd++) {
const Vector3& v1 = (*inputVertices)[vStart];
const Vector3& v2 = (*inputVertices)[vEnd];
Vector3& v1 = inputVertices[vStart];
Vector3& v2 = inputVertices[vEnd];
decimal v1DotN = (v1 - planesPoints[p]).dot(planesNormals[p]);
decimal v2DotN = (v2 - planesPoints[p]).dot(planesNormals[p]);
decimal v1DotN = (v1 - planesPoints[p]).dot(planesNormals[p]);
decimal v2DotN = (v2 - planesPoints[p]).dot(planesNormals[p]);
// If the second vertex is in front of the clippling plane
if (v2DotN >= decimal(0.0)) {
// If the second vertex is in front of the clippling plane
if (v2DotN >= decimal(0.0)) {
// If the first vertex is not in front of the clippling plane
if (v1DotN < decimal(0.0)) {
// If the first vertex is not in front of the clippling plane
if (v1DotN < decimal(0.0)) {
// The second point we keep is the intersection between the segment v1, v2 and the clipping plane
decimal t = computePlaneSegmentIntersection(v1, v2, planesNormals[p].dot(planesPoints[p]), planesNormals[p]);
// The second point we keep is the intersection between the segment v1, v2 and the clipping plane
decimal t = computePlaneSegmentIntersection(v1, v2, planesNormals[p].dot(planesPoints[p]), planesNormals[p]);
if (t >= decimal(0) && t <= decimal(1.0)) {
outputVertices->add(v1 + t * (v2 - v1));
if (t >= decimal(0) && t <= decimal(1.0)) {
outputVertices.add(v1 + t * (v2 - v1));
}
else {
outputVertices.add(v2);
}
}
// Add the second vertex
outputVertices.add(v2);
}
else { // If the second vertex is behind the clipping plane
// If the first vertex is in front of the clippling plane
if (v1DotN >= decimal(0.0)) {
// The first point we keep is the intersection between the segment v1, v2 and the clipping plane
decimal t = computePlaneSegmentIntersection(v1, v2, -planesNormals[p].dot(planesPoints[p]), -planesNormals[p]);
if (t >= decimal(0.0) && t <= decimal(1.0)) {
outputVertices.add(v1 + t * (v2 - v1));
}
else {
outputVertices.add(v1);
}
}
else {
outputVertices->add(v2);
}
}
// Add the second vertex
outputVertices->add(v2);
}
else { // If the second vertex is behind the clipping plane
// If the first vertex is in front of the clippling plane
if (v1DotN >= decimal(0.0)) {
// The first point we keep is the intersection between the segment v1, v2 and the clipping plane
decimal t = computePlaneSegmentIntersection(v1, v2, -planesNormals[p].dot(planesPoints[p]), -planesNormals[p]);
if (t >= decimal(0.0) && t <= decimal(1.0)) {
outputVertices->add(v1 + t * (v2 - v1));
}
else {
outputVertices->add(v1);
}
}
vStart = vEnd;
}
vStart = vEnd;
inputVertices = outputVertices;
}
inputVertices = outputVertices;
outputVertices = p % 2 == 0 ? &list1 : &list2;
}
return *outputVertices;
return outputVertices;
}
// Project a point onto a plane that is given by a point and its unit length normal
@ -383,6 +375,11 @@ Vector3 reactphysics3d::projectPointOntoPlane(const Vector3& point, const Vector
return point - unitPlaneNormal.dot(point - planePoint) * unitPlaneNormal;
}
// Return the distance between a point and a plane (the plane normal must be normalized)
decimal reactphysics3d::computePointToPlaneDistance(const Vector3& point, const Vector3& planeNormal, const Vector3& planePoint) {
return planeNormal.dot(point - planePoint);
}
// Return true if the given number is prime
bool reactphysics3d::isPrimeNumber(int number) {

View File

@ -32,7 +32,6 @@
#include <algorithm>
#include <cassert>
#include <cmath>
#include <vector>
#include "containers/List.h"
/// ReactPhysics3D namespace
@ -124,6 +123,9 @@ List<Vector3> clipPolygonWithPlanes(const List<Vector3>& polygonVertices, const
/// Project a point onto a plane that is given by a point and its unit length normal
Vector3 projectPointOntoPlane(const Vector3& point, const Vector3& planeNormal, const Vector3& planePoint);
/// Return the distance between a point and a plane (the plane normal must be normalized)
decimal computePointToPlaneDistance(const Vector3& point, const Vector3& planeNormal, const Vector3& planePoint);
/// Return true if the given number is prime
bool isPrimeNumber(int number);

View File

@ -64,6 +64,7 @@
#include "constraint/SliderJoint.h"
#include "constraint/HingeJoint.h"
#include "constraint/FixedJoint.h"
#include "containers/List.h"
/// Alias to the ReactPhysics3D namespace
namespace rp3d = reactphysics3d;

View File

@ -41,6 +41,7 @@
#include "tests/collision/TestTriangleVertexArray.h"
#include "tests/containers/TestList.h"
#include "tests/containers/TestMap.h"
#include "tests/containers/TestSet.h"
using namespace reactphysics3d;
@ -52,6 +53,7 @@ int main() {
testSuite.addTest(new TestList("List"));
testSuite.addTest(new TestMap("Map"));
testSuite.addTest(new TestSet("Set"));
// ---------- Mathematics tests ---------- //

2701
test/tests/collision/TestCollisionWorld.h Executable file → Normal file

File diff suppressed because it is too large Load Diff

View File

@ -29,7 +29,7 @@
// Libraries
#include "Test.h"
#include "collision/broadphase/DynamicAABBTree.h"
#include <vector>
#include "memory/MemoryManager.h"
/// Reactphysics3D namespace
namespace reactphysics3d {
@ -113,7 +113,7 @@ class TestDynamicAABBTree : public Test {
// ------------ Create tree ---------- //
// Dynamic AABB Tree
DynamicAABBTree tree;
DynamicAABBTree tree(MemoryManager::getBaseAllocator());
#ifdef IS_PROFILING_ACTIVE
/// Pointer to the profiler
@ -169,7 +169,7 @@ class TestDynamicAABBTree : public Test {
// ------------- Create tree ----------- //
// Dynamic AABB Tree
DynamicAABBTree tree;
DynamicAABBTree tree(MemoryManager::getBaseAllocator());
#ifdef IS_PROFILING_ACTIVE
/// Pointer to the profiler
@ -368,7 +368,7 @@ class TestDynamicAABBTree : public Test {
// ------------- Create tree ----------- //
// Dynamic AABB Tree
DynamicAABBTree tree;
DynamicAABBTree tree(MemoryManager::getBaseAllocator());
#ifdef IS_PROFILING_ACTIVE
/// Pointer to the profiler

View File

@ -59,12 +59,17 @@ class TestPointInside : public Test {
CollisionBody* mCylinderBody;
CollisionBody* mCompoundBody;
Vector3 mConvexMeshCubeVertices[8];
int mConvexMeshCubeIndices[24];
PolygonVertexArray* mConvexMeshPolygonVertexArray;
PolyhedronMesh* mConvexMeshPolyhedronMesh;
PolygonVertexArray::PolygonFace* mConvexMeshPolygonFaces;
// Collision shapes
BoxShape* mBoxShape;
SphereShape* mSphereShape;
CapsuleShape* mCapsuleShape;
ConvexMeshShape* mConvexMeshShape;
ConvexMeshShape* mConvexMeshShapeBodyEdgesInfo;
// Transform
Transform mBodyTransform;
@ -76,10 +81,7 @@ class TestPointInside : public Test {
ProxyShape* mBoxProxyShape;
ProxyShape* mSphereProxyShape;
ProxyShape* mCapsuleProxyShape;
ProxyShape* mConeProxyShape;
ProxyShape* mConvexMeshProxyShape;
ProxyShape* mConvexMeshProxyShapeEdgesInfo;
ProxyShape* mCylinderProxyShape;
public :
@ -104,6 +106,7 @@ class TestPointInside : public Test {
mConvexMeshBody = mWorld->createCollisionBody(mBodyTransform);
mConvexMeshBodyEdgesInfo = mWorld->createCollisionBody(mBodyTransform);
mCylinderBody = mWorld->createCollisionBody(mBodyTransform);
mConvexMeshBody = mWorld->createCollisionBody(mBodyTransform);
mCompoundBody = mWorld->createCollisionBody(mBodyTransform);
// Collision shape transform
@ -121,51 +124,44 @@ class TestPointInside : public Test {
mSphereShape = new SphereShape(3);
mSphereProxyShape = mSphereBody->addCollisionShape(mSphereShape, mShapeTransform);
mCapsuleShape = new CapsuleShape(2, 10);
mCapsuleShape = new CapsuleShape(3, 10);
mCapsuleProxyShape = mCapsuleBody->addCollisionShape(mCapsuleShape, mShapeTransform);
// TODO : Create convex mesh shape with new way (polyhedron mesh) to add test again
/*mConvexMeshShape = new ConvexMeshShape(0.0); // Box of dimension (2, 3, 4)
mConvexMeshShape->addVertex(Vector3(-2, -3, -4));
mConvexMeshShape->addVertex(Vector3(2, -3, -4));
mConvexMeshShape->addVertex(Vector3(2, -3, 4));
mConvexMeshShape->addVertex(Vector3(-2, -3, 4));
mConvexMeshShape->addVertex(Vector3(-2, 3, -4));
mConvexMeshShape->addVertex(Vector3(2, 3, -4));
mConvexMeshShape->addVertex(Vector3(2, 3, 4));
mConvexMeshShape->addVertex(Vector3(-2, 3, 4));
mConvexMeshProxyShape = mConvexMeshBody->addCollisionShape(mConvexMeshShape, mShapeTransform);
mConvexMeshCubeVertices[0] = Vector3(-2, -3, 4);
mConvexMeshCubeVertices[1] = Vector3(2, -3, 4);
mConvexMeshCubeVertices[2] = Vector3(2, -3, -4);
mConvexMeshCubeVertices[3] = Vector3(-2, -3, -4);
mConvexMeshCubeVertices[4] = Vector3(-2, 3, 4);
mConvexMeshCubeVertices[5] = Vector3(2, 3, 4);
mConvexMeshCubeVertices[6] = Vector3(2, 3, -4);
mConvexMeshCubeVertices[7] = Vector3(-2, 3, -4);
mConvexMeshShapeBodyEdgesInfo = new ConvexMeshShape(0.0);
mConvexMeshShapeBodyEdgesInfo->addVertex(Vector3(-2, -3, -4));
mConvexMeshShapeBodyEdgesInfo->addVertex(Vector3(2, -3, -4));
mConvexMeshShapeBodyEdgesInfo->addVertex(Vector3(2, -3, 4));
mConvexMeshShapeBodyEdgesInfo->addVertex(Vector3(-2, -3, 4));
mConvexMeshShapeBodyEdgesInfo->addVertex(Vector3(-2, 3, -4));
mConvexMeshShapeBodyEdgesInfo->addVertex(Vector3(2, 3, -4));
mConvexMeshShapeBodyEdgesInfo->addVertex(Vector3(2, 3, 4));
mConvexMeshShapeBodyEdgesInfo->addVertex(Vector3(-2, 3, 4));
mConvexMeshShapeBodyEdgesInfo->addEdge(0, 1);
mConvexMeshShapeBodyEdgesInfo->addEdge(1, 2);
mConvexMeshShapeBodyEdgesInfo->addEdge(2, 3);
mConvexMeshShapeBodyEdgesInfo->addEdge(0, 3);
mConvexMeshShapeBodyEdgesInfo->addEdge(4, 5);
mConvexMeshShapeBodyEdgesInfo->addEdge(5, 6);
mConvexMeshShapeBodyEdgesInfo->addEdge(6, 7);
mConvexMeshShapeBodyEdgesInfo->addEdge(4, 7);
mConvexMeshShapeBodyEdgesInfo->addEdge(0, 4);
mConvexMeshShapeBodyEdgesInfo->addEdge(1, 5);
mConvexMeshShapeBodyEdgesInfo->addEdge(2, 6);
mConvexMeshShapeBodyEdgesInfo->addEdge(3, 7);
mConvexMeshShapeBodyEdgesInfo->setIsEdgesInformationUsed(true);
mConvexMeshProxyShapeEdgesInfo = mConvexMeshBodyEdgesInfo->addCollisionShape(
mConvexMeshShapeBodyEdgesInfo,
mShapeTransform);
*/
mConvexMeshCubeIndices[0] = 0; mConvexMeshCubeIndices[1] = 3; mConvexMeshCubeIndices[2] = 2; mConvexMeshCubeIndices[3] = 1;
mConvexMeshCubeIndices[4] = 4; mConvexMeshCubeIndices[5] = 5; mConvexMeshCubeIndices[6] = 6; mConvexMeshCubeIndices[7] = 7;
mConvexMeshCubeIndices[8] = 0; mConvexMeshCubeIndices[9] = 1; mConvexMeshCubeIndices[10] = 5; mConvexMeshCubeIndices[11] = 4;
mConvexMeshCubeIndices[12] = 1; mConvexMeshCubeIndices[13] = 2; mConvexMeshCubeIndices[14] = 6; mConvexMeshCubeIndices[15] = 5;
mConvexMeshCubeIndices[16] = 2; mConvexMeshCubeIndices[17] = 3; mConvexMeshCubeIndices[18] = 7; mConvexMeshCubeIndices[19] = 6;
mConvexMeshCubeIndices[20] = 0; mConvexMeshCubeIndices[21] = 4; mConvexMeshCubeIndices[22] = 7; mConvexMeshCubeIndices[23] = 3;
mConvexMeshPolygonFaces = new PolygonVertexArray::PolygonFace[6];
PolygonVertexArray::PolygonFace* face = mConvexMeshPolygonFaces;
for (int f = 0; f < 6; f++) {
face->indexBase = f * 4;
face->nbVertices = 4;
face++;
}
mConvexMeshPolygonVertexArray = new PolygonVertexArray(8, &(mConvexMeshCubeVertices[0]), sizeof(Vector3),
&(mConvexMeshCubeIndices[0]), sizeof(int), 6, mConvexMeshPolygonFaces,
PolygonVertexArray::VertexDataType::VERTEX_FLOAT_TYPE,
PolygonVertexArray::IndexDataType::INDEX_INTEGER_TYPE);
mConvexMeshPolyhedronMesh = new PolyhedronMesh(mConvexMeshPolygonVertexArray);
mConvexMeshShape = new ConvexMeshShape(mConvexMeshPolyhedronMesh);
Transform convexMeshTransform(Vector3(10, 0, 0), Quaternion::identity());
mConvexMeshProxyShape = mConvexMeshBody->addCollisionShape(mConvexMeshShape, mShapeTransform);
// Compound shape is a capsule and a sphere
Vector3 positionShape2(Vector3(4, 2, -3));
Quaternion orientationShape2 = Quaternion::fromEulerAngles(-3 *PI / 8, 1.5 * PI/ 3, PI / 13);
Quaternion orientationShape2 = Quaternion::fromEulerAngles(-3 * PI / 8, 1.5 * PI/ 3, PI / 13);
Transform shapeTransform2(positionShape2, orientationShape2);
mLocalShape2ToWorld = mBodyTransform * shapeTransform2;
mCompoundBody->addCollisionShape(mCapsuleShape, mShapeTransform);
@ -177,8 +173,10 @@ class TestPointInside : public Test {
delete mBoxShape;
delete mSphereShape;
delete mCapsuleShape;
//delete mConvexMeshShape;
//delete mConvexMeshShapeBodyEdgesInfo;
delete mConvexMeshShape;
delete mConvexMeshPolygonFaces;
delete mConvexMeshPolygonVertexArray;
delete mConvexMeshPolyhedronMesh;
}
/// Run the tests
@ -328,24 +326,24 @@ class TestPointInside : public Test {
test(mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(-1, 2, 0.4)));
test(mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(1.3, 1, 1.5)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, -7.1, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, 7.1, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 2.1)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, 0, -2.1)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(2.1, 0, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(-2.1, 0, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, 5, 2.1)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, 5, -2.1)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(2.1, 5, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(-2.1, 5, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(1.5, 5, 1.6)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(1.5, 5, -1.7)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, -5, 2.1)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, -5, -2.1)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(2.1, -5, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(-2.1, -5, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(1.5, -5, 1.6)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(1.5, -5, -1.7)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, -13.1, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, 13.1, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 3.1)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, 0, -3.1)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(3.1, 0, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(-3.1, 0, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, 5, 3.1)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, 5, -3.1)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(3.1, 5, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(-3.1, 5, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(2.5, 5, 2.6)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(2.5, 5, -2.7)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, -5, 3.1)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(0, -5, -3.1)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(3.1, -5, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(-3.1, -5, 0)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(2.5, -5, 2.6)));
test(!mCapsuleBody->testPointInside(mLocalShapeToWorld * Vector3(2.5, -5, -2.7)));
// Tests with ProxyCapsuleShape
test(mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 0)));
@ -375,33 +373,30 @@ class TestPointInside : public Test {
test(mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(-1, 2, 0.4)));
test(mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(1.3, 1, 1.5)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, -7.1, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, 7.1, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 2.1)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, 0, -2.1)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(2.1, 0, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(-2.1, 0, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, 5, 2.1)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, 5, -2.1)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(2.1, 5, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(-2.1, 5, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(1.5, 5, 1.6)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(1.5, 5, -1.7)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, -5, 2.1)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, -5, -2.1)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(2.1, -5, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(-2.1, -5, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(1.5, -5, 1.6)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(1.5, -5, -1.7)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, -13.1, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, 13.1, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 3.1)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, 0, -3.1)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(3.1, 0, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(-3.1, 0, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, 5, 3.1)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, 5, -3.1)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(3.1, 5, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(-3.1, 5, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(2.5, 5, 2.6)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(2.5, 5, -2.7)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, -5, 3.1)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(0, -5, -3.1)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(3.1, -5, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(-3.1, -5, 0)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(2.5, -5, 2.6)));
test(!mCapsuleProxyShape->testPointInside(mLocalShapeToWorld * Vector3(2.5, -5, -2.7)));
}
/// Test the ProxyConvexMeshShape::testPointInside() and
/// CollisionBody::testPointInside() methods
void testConvexMesh() {
// ----- Tests without using edges information ----- //
/*
// Tests with CollisionBody
test(mConvexMeshBody->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 0)));
test(mConvexMeshBody->testPointInside(mLocalShapeToWorld * Vector3(-1.9, 0, 0)));
@ -453,68 +448,12 @@ class TestPointInside : public Test {
test(!mConvexMeshProxyShape->testPointInside(mLocalShapeToWorld * Vector3(-10, -2, -1.5)));
test(!mConvexMeshProxyShape->testPointInside(mLocalShapeToWorld * Vector3(-1, 4, -2.5)));
test(!mConvexMeshProxyShape->testPointInside(mLocalShapeToWorld * Vector3(1, -2, 4.5)));
// ----- Tests using edges information ----- //
// Tests with CollisionBody
test(mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 0)));
test(mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-1.9, 0, 0)));
test(mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(1.9, 0, 0)));
test(mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, -2.9, 0)));
test(mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 2.9, 0)));
test(mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 0, -3.9)));
test(mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 3.9)));
test(mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-1.9, -2.9, -3.9)));
test(mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(1.9, 2.9, 3.9)));
test(mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-1, -2, -1.5)));
test(mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-1, 2, -2.5)));
test(mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(1, -2, 3.5)));
test(!mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-2.1, 0, 0)));
test(!mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(2.1, 0, 0)));
test(!mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, -3.1, 0)));
test(!mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 3.1, 0)));
test(!mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 0, -4.1)));
test(!mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 4.1)));
test(!mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-2.1, -3.1, -4.1)));
test(!mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(2.1, 3.1, 4.1)));
test(!mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-10, -2, -1.5)));
test(!mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-1, 4, -2.5)));
test(!mConvexMeshBodyEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(1, -2, 4.5)));
// Tests with ProxyConvexMeshShape
test(mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 0)));
test(mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-1.9, 0, 0)));
test(mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(1.9, 0, 0)));
test(mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, -2.9, 0)));
test(mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 2.9, 0)));
test(mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 0, -3.9)));
test(mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 3.9)));
test(mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-1.9, -2.9, -3.9)));
test(mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(1.9, 2.9, 3.9)));
test(mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-1, -2, -1.5)));
test(mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-1, 2, -2.5)));
test(mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(1, -2, 3.5)));
test(!mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-2.1, 0, 0)));
test(!mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(2.1, 0, 0)));
test(!mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, -3.1, 0)));
test(!mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 3.1, 0)));
test(!mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 0, -4.1)));
test(!mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 4.1)));
test(!mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-2.1, -3.1, -4.1)));
test(!mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(2.1, 3.1, 4.1)));
test(!mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-10, -2, -1.5)));
test(!mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(-1, 4, -2.5)));
test(!mConvexMeshProxyShapeEdgesInfo->testPointInside(mLocalShapeToWorld * Vector3(1, -2, 4.5)));
*/
}
/// Test the CollisionBody::testPointInside() method
void testCompound() {
// Points on the capsule
// TODO : Previous it was a cylinder (not a capsule). Maybe those tests are wrong now
test(mCompoundBody->testPointInside(mLocalShapeToWorld * Vector3(0, 0, 0)));
test(mCompoundBody->testPointInside(mLocalShapeToWorld * Vector3(0, 3.9, 0)));
test(mCompoundBody->testPointInside(mLocalShapeToWorld * Vector3(0, -3.9, 0)));

View File

@ -211,29 +211,28 @@ class TestRaycast : public Test {
mCapsuleShape = new CapsuleShape(2, 5);
mCapsuleProxyShape = mCapsuleBody->addCollisionShape(mCapsuleShape, mShapeTransform);
// TODO : Create convex mesh shape with new way (polyhedron mesh) to add test again
// Box of extents (2, 3, 4)
mPolyhedronVertices[0] = Vector3(-2, -3, -4);
mPolyhedronVertices[1] = Vector3(2, -3, -4);
mPolyhedronVertices[2] = Vector3(2, -3, 4);
mPolyhedronVertices[3] = Vector3(-2, -3, 4);
mPolyhedronVertices[4] = Vector3(-2, 3, -4);
mPolyhedronVertices[5] = Vector3(2, 3, -4);
mPolyhedronVertices[6] = Vector3(2, 3, 4);
mPolyhedronVertices[7] = Vector3(-2, 3, 4);
mPolyhedronVertices[0] = Vector3(-2, -3, 4);
mPolyhedronVertices[1] = Vector3(2, -3, 4);
mPolyhedronVertices[2] = Vector3(2, -3, -4);
mPolyhedronVertices[3] = Vector3(-2, -3, -4);
mPolyhedronVertices[4] = Vector3(-2, 3, 4);
mPolyhedronVertices[5] = Vector3(2, 3, 4);
mPolyhedronVertices[6] = Vector3(2, 3, -4);
mPolyhedronVertices[7] = Vector3(-2, 3, -4);
mPolyhedronIndices[0] = 0; mPolyhedronIndices[1] = 1; mPolyhedronIndices[2] = 2; mPolyhedronIndices[3] = 3;
mPolyhedronIndices[4] = 1; mPolyhedronIndices[5] = 5; mPolyhedronIndices[6] = 6; mPolyhedronIndices[7] = 2;
mPolyhedronIndices[8] = 0; mPolyhedronIndices[9] = 4; mPolyhedronIndices[10] = 5; mPolyhedronIndices[11] = 1;
mPolyhedronIndices[12] = 0; mPolyhedronIndices[13] = 3; mPolyhedronIndices[14] = 7; mPolyhedronIndices[15] = 4;
mPolyhedronIndices[16] = 3; mPolyhedronIndices[17] = 2; mPolyhedronIndices[18] = 6; mPolyhedronIndices[19] = 7;
mPolyhedronIndices[20] = 2; mPolyhedronIndices[21] = 5; mPolyhedronIndices[22] = 4; mPolyhedronIndices[23] = 7;
mPolyhedronIndices[0] = 0; mPolyhedronIndices[1] = 3; mPolyhedronIndices[2] = 2; mPolyhedronIndices[3] = 1;
mPolyhedronIndices[4] = 4; mPolyhedronIndices[5] = 5; mPolyhedronIndices[6] = 6; mPolyhedronIndices[7] = 7;
mPolyhedronIndices[8] = 0; mPolyhedronIndices[9] = 1; mPolyhedronIndices[10] = 5; mPolyhedronIndices[11] = 4;
mPolyhedronIndices[12] = 1; mPolyhedronIndices[13] = 2; mPolyhedronIndices[14] = 6; mPolyhedronIndices[15] = 5;
mPolyhedronIndices[16] = 2; mPolyhedronIndices[17] = 3; mPolyhedronIndices[18] = 7; mPolyhedronIndices[19] = 6;
mPolyhedronIndices[20] = 0; mPolyhedronIndices[21] = 4; mPolyhedronIndices[22] = 7; mPolyhedronIndices[23] = 3;
// Polygon faces descriptions for the polyhedron
for (int f=0; f < 8; f++) {
PolygonVertexArray::PolygonFace& face = mPolygonFaces[f];
face.indexBase = f * 4;
face.nbVertices = 4;
PolygonVertexArray::PolygonFace* face = mPolygonFaces;
for (int f = 0; f < 6; f++) {
face->indexBase = f * 4;
face->nbVertices = 4;
face++;
}
// Create the polygon vertex array
@ -1304,12 +1303,14 @@ class TestRaycast : public Test {
Vector3 point2 = mLocalShapeToWorld * Vector3(1, 2, -4);
Ray ray(point1, point2);
Vector3 hitPoint = mLocalShapeToWorld * Vector3(1, 2, 4);
Transform inverse = mLocalShapeToWorld.getInverse();
mCallback.shapeToTest = mConvexMeshProxyShape;
// CollisionWorld::raycast()
mCallback.reset();
mWorld->raycast(ray, &mCallback);
Vector3 localTest = inverse * mCallback.raycastInfo.worldPoint;
test(mCallback.isHit);
test(mCallback.raycastInfo.body == mConvexMeshBody);
test(mCallback.raycastInfo.proxyShape == mConvexMeshProxyShape);

View File

@ -62,9 +62,10 @@ class TestList : public Test {
testAddRemoveClear();
testAssignment();
testIndexing();
testFind();
testEquality();
testReserve();
testIteration();
testIterators();
}
void testConstructors() {
@ -142,27 +143,52 @@ class TestList : public Test {
list3.add(3);
list3.add(4);
list3.remove(3);
auto it = list3.removeAt(3);
test(list3.size() == 3);
test(list3.capacity() == 4);
test(it == list3.end());
test(list3[0] = 1);
test(list3[1] = 2);
test(list3[2] = 3);
list3.remove(1);
it = list3.removeAt(1);
test(list3.size() == 2);
test(list3.capacity() == 4);
test(list3[0] = 1);
test(list3[1] = 3);
test(*it = 3);
list3.remove(0);
list3.removeAt(0);
test(list3.size() == 1);
test(list3.capacity() == 4);
test(list3[0] = 3);
list3.remove(0);
it = list3.removeAt(0);
test(list3.size() == 0);
test(list3.capacity() == 4);
test(it == list3.end());
list3.add(1);
list3.add(2);
list3.add(3);
it = list3.begin();
list3.remove(it);
test(list3.size() == 2);
test(list3[0] == 2);
test(list3[1] == 3);
it = list3.find(3);
list3.remove(it);
test(list3.size() == 1);
test(list3[0] == 2);
list3.add(5);
list3.add(6);
list3.add(7);
it = list3.remove(7);
test(it == list3.end());
test(list3.size() == 3);
it = list3.remove(5);
test((*it) == 6);
// ----- Test addRange() ----- //
@ -270,6 +296,20 @@ class TestList : public Test {
test(list1[1] == 8);
}
void testFind() {
List<int> list1(mAllocator);
list1.add(1);
list1.add(2);
list1.add(3);
list1.add(4);
list1.add(5);
test(list1.find(1) == list1.begin());
test(*(list1.find(2)) == 2);
test(*(list1.find(5)) == 5);
}
void testEquality() {
List<int> list1(mAllocator);
@ -320,8 +360,45 @@ class TestList : public Test {
test(list1[1] == 2);
}
void testIteration() {
// TODO : Implement this
void testIterators() {
List<int> list1(mAllocator);
test(list1.begin() == list1.end());
list1.add(5);
list1.add(6);
list1.add(8);
list1.add(-1);
List<int>::Iterator itBegin = list1.begin();
List<int>::Iterator itEnd = list1.end();
List<int>::Iterator it = list1.begin();
test(itBegin == it);
test(*it == 5);
test(*(it++) == 5);
test(*it == 6);
test(*(it--) == 6);
test(*it == 5);
test(*(++it) == 6);
test(*it == 6);
test(*(--it) == 5);
test(*it == 5);
test(it == itBegin);
it = list1.end();
test(it == itEnd);
it--;
test(*it == -1);
it++;
test(it == itEnd);
List<int> list2(mAllocator);
for (auto it = list1.begin(); it != list1.end(); ++it) {
list2.add(*it);
}
test(list1 == list2);
}
};

View File

@ -31,6 +31,30 @@
#include "containers/Map.h"
#include "memory/DefaultAllocator.h"
// Key to test map with always same hash values
namespace reactphysics3d {
struct TestKey {
int key;
TestKey(int k) :key(k) {}
bool operator==(const TestKey& testKey) const {
return key == testKey.key;
}
};
}
// Hash function for struct VerticesPair
namespace std {
template <> struct hash<reactphysics3d::TestKey> {
size_t operator()(const reactphysics3d::TestKey& key) const {
return 1;
}
};
}
/// Reactphysics3D namespace
namespace reactphysics3d {
@ -62,10 +86,11 @@ class TestMap : public Test {
testReserve();
testAddRemoveClear();
testContainsKey();
testFind();
testIndexing();
testEquality();
testAssignment();
testIteration();
testIterators();
}
void testConstructors() {
@ -81,15 +106,14 @@ class TestMap : public Test {
test(map2.size() == 0);
// ----- Copy Constructors ----- //
/*
Map<int, std::string> map3(map1);
test(map3.capacity() == map1.capacity());
test(map3.size() == map1.size());
Map<int, int> map4(mAllocator);
map4.add(std::make_pair(1, 10));
map4.add(std::make_pair(2, 20));
map4.add(std::make_pair(3, 30));
map4.add(Pair<int, int>(1, 10));
map4.add(Pair<int, int>(2, 20));
map4.add(Pair<int, int>(3, 30));
test(map4.capacity() >= 3);
test(map4.size() == 3);
@ -99,7 +123,6 @@ class TestMap : public Test {
test(map5[1] == 10);
test(map5[2] == 20);
test(map5[3] == 30);
*/
}
void testReserve() {
@ -107,8 +130,8 @@ class TestMap : public Test {
Map<int, std::string> map1(mAllocator);
map1.reserve(15);
test(map1.capacity() >= 15);
map1.add(std::make_pair(1, "test1"));
map1.add(std::make_pair(2, "test2"));
map1.add(Pair<int, std::string>(1, "test1"));
map1.add(Pair<int, std::string>(2, "test2"));
test(map1.capacity() >= 15);
map1.reserve(10);
@ -125,9 +148,9 @@ class TestMap : public Test {
// ----- Test add() ----- //
Map<int, int> map1(mAllocator);
map1.add(std::make_pair(1, 10));
map1.add(std::make_pair(8, 80));
map1.add(std::make_pair(13, 130));
map1.add(Pair<int, int>(1, 10));
map1.add(Pair<int, int>(8, 80));
map1.add(Pair<int, int>(13, 130));
test(map1[1] == 10);
test(map1[8] == 80);
test(map1[13] == 130);
@ -135,7 +158,7 @@ class TestMap : public Test {
Map<int, int> map2(mAllocator, 15);
for (int i = 0; i < 1000000; i++) {
map2.add(std::make_pair(i, i * 100));
map2.add(Pair<int, int>(i, i * 100));
}
bool isValid = true;
for (int i = 0; i < 1000000; i++) {
@ -144,26 +167,38 @@ class TestMap : public Test {
test(isValid);
map1.remove(1);
map1.add(std::make_pair(1, 10));
map1.add(Pair<int, int>(1, 10));
test(map1.size() == 3);
test(map1[1] == 10);
map1.add(Pair<int, int>(56, 34));
test(map1[56] == 34);
test(map1.size() == 4);
map1.add(Pair<int, int>(56, 13), true);
test(map1[56] == 13);
test(map1.size() == 4);
// ----- Test remove() ----- //
map1.remove(1);
test(!map1.containsKey(1));
test(map1.containsKey(8));
test(map1.containsKey(13));
test(map1.size() == 2);
test(map1.size() == 3);
map1.remove(13);
test(!map1.containsKey(8));
test(map1.containsKey(13));
test(map1.size() == 1);
test(map1.containsKey(8));
test(!map1.containsKey(13));
test(map1.size() == 2);
map1.remove(8);
test(!map1.containsKey(8));
test(map1.size() == 1);
auto it = map1.remove(56);
test(!map1.containsKey(56));
test(map1.size() == 0);
test(it == map1.end());
isValid = true;
for (int i = 0; i < 1000000; i++) {
@ -177,19 +212,36 @@ class TestMap : public Test {
Map<int, int> map3(mAllocator);
for (int i=0; i < 1000000; i++) {
map3.add(std::make_pair(i, i * 10));
map3.add(Pair<int, int>(i, i * 10));
map3.remove(i);
}
map3.add(Pair<int, int>(1, 10));
map3.add(Pair<int, int>(2, 20));
map3.add(Pair<int, int>(3, 30));
test(map3.size() == 3);
it = map3.begin();
map3.remove(it++);
test(!map3.containsKey(1));
test(map3.size() == 2);
test(it->second == 20);
map3.add(Pair<int, int>(56, 32));
map3.add(Pair<int, int>(23, 89));
for (it = map3.begin(); it != map3.end();) {
it = map3.remove(it);
}
test(map3.size() == 0);
// ----- Test clear() ----- //
Map<int, int> map4(mAllocator);
map4.add(std::make_pair(2, 20));
map4.add(std::make_pair(4, 40));
map4.add(std::make_pair(6, 60));
map4.add(Pair<int, int>(2, 20));
map4.add(Pair<int, int>(4, 40));
map4.add(Pair<int, int>(6, 60));
map4.clear();
test(map4.size() == 0);
map4.add(std::make_pair(2, 20));
map4.add(Pair<int, int>(2, 20));
test(map4.size() == 1);
test(map4[2] == 20);
map4.clear();
@ -198,6 +250,24 @@ class TestMap : public Test {
Map<int, int> map5(mAllocator);
map5.clear();
test(map5.size() == 0);
// ----- Test map with always same hash value for keys ----- //
Map<TestKey, int> map6(mAllocator);
for (int i=0; i < 1000; i++) {
map6.add(Pair<TestKey, int>(TestKey(i), i));
}
bool isTestValid = true;
for (int i=0; i < 1000; i++) {
if (map6[TestKey(i)] != i) {
isTestValid = false;
}
}
test(isTestValid);
for (int i=0; i < 1000; i++) {
map6.remove(TestKey(i));
}
test(map6.size() == 0);
}
void testContainsKey() {
@ -208,9 +278,9 @@ class TestMap : public Test {
test(!map1.containsKey(4));
test(!map1.containsKey(6));
map1.add(std::make_pair(2, 20));
map1.add(std::make_pair(4, 40));
map1.add(std::make_pair(6, 60));
map1.add(Pair<int, int>(2, 20));
map1.add(Pair<int, int>(4, 40));
map1.add(Pair<int, int>(6, 60));
test(map1.containsKey(2));
test(map1.containsKey(4));
@ -229,9 +299,9 @@ class TestMap : public Test {
void testIndexing() {
Map<int, int> map1(mAllocator);
map1.add(std::make_pair(2, 20));
map1.add(std::make_pair(4, 40));
map1.add(std::make_pair(6, 60));
map1.add(Pair<int, int>(2, 20));
map1.add(Pair<int, int>(4, 40));
map1.add(Pair<int, int>(6, 60));
test(map1[2] == 20);
test(map1[4] == 40);
test(map1[6] == 60);
@ -245,6 +315,26 @@ class TestMap : public Test {
test(map1[6] == 30);
}
void testFind() {
Map<int, int> map1(mAllocator);
map1.add(Pair<int, int>(2, 20));
map1.add(Pair<int, int>(4, 40));
map1.add(Pair<int, int>(6, 60));
test(map1.find(2)->second == 20);
test(map1.find(4)->second == 40);
test(map1.find(6)->second == 60);
test(map1.find(45) == map1.end());
map1[2] = 10;
map1[4] = 20;
map1[6] = 30;
test(map1.find(2)->second == 10);
test(map1.find(4)->second == 20);
test(map1.find(6)->second == 30);
}
void testEquality() {
Map<std::string, int> map1(mAllocator, 10);
@ -252,13 +342,13 @@ class TestMap : public Test {
test(map1 == map2);
map1.add(std::make_pair("a", 1));
map1.add(std::make_pair("b", 2));
map1.add(std::make_pair("c", 3));
map1.add(Pair<std::string, int>("a", 1));
map1.add(Pair<std::string, int>("b", 2));
map1.add(Pair<std::string, int>("c", 3));
map2.add(std::make_pair("a", 1));
map2.add(std::make_pair("b", 2));
map2.add(std::make_pair("c", 4));
map2.add(Pair<std::string, int>("a", 1));
map2.add(Pair<std::string, int>("b", 2));
map2.add(Pair<std::string, int>("c", 4));
test(map1 == map1);
test(map2 == map2);
@ -269,7 +359,7 @@ class TestMap : public Test {
test(map1 == map2);
Map<std::string, int> map3(mAllocator);
map3.add(std::make_pair("a", 1));
map3.add(Pair<std::string, int>("a", 1));
test(map1 != map3);
test(map2 != map3);
@ -278,13 +368,14 @@ class TestMap : public Test {
void testAssignment() {
Map<int, int> map1(mAllocator);
map1.add(std::make_pair(1, 3));
map1.add(std::make_pair(2, 6));
map1.add(std::make_pair(10, 30));
/*
map1.add(Pair<int, int>(1, 3));
map1.add(Pair<int, int>(2, 6));
map1.add(Pair<int, int>(10, 30));
Map<int, int> map2(mAllocator);
map2 = map1;
test(map2.size() == map1.size());
test(map1 == map2);
test(map2[1] == 3);
test(map2[2] == 6);
test(map2[10] == 30);
@ -292,6 +383,7 @@ class TestMap : public Test {
Map<int, int> map3(mAllocator, 100);
map3 = map1;
test(map3.size() == map1.size());
test(map3 == map1);
test(map3[1] == 3);
test(map3[2] == 6);
test(map3[10] == 30);
@ -299,18 +391,40 @@ class TestMap : public Test {
Map<int, int> map4(mAllocator);
map3 = map4;
test(map3.size() == 0);
*/
test(map3 == map4);
Map<int, int> map5(mAllocator);
map5.add(std::make_pair(7, 8));
map5.add(std::make_pair(19, 70));
map5.add(Pair<int, int>(7, 8));
map5.add(Pair<int, int>(19, 70));
map1 = map5;
test(map5.size() == map1.size());
test(map5 == map1);
test(map1[7] == 8);
test(map1[19] == 70);
}
void testIteration() {
void testIterators() {
Map<int, int> map1(mAllocator);
test(map1.begin() == map1.end());
map1.add(Pair<int, int>(1, 5));
map1.add(Pair<int, int>(2, 6));
map1.add(Pair<int, int>(3, 8));
map1.add(Pair<int, int>(4, -1));
Map<int, int>::Iterator itBegin = map1.begin();
Map<int, int>::Iterator it = map1.begin();
test(itBegin == it);
int size = 0;
for (auto it = map1.begin(); it != map1.end(); ++it) {
test(map1.containsKey(it->first));
size++;
}
test(map1.size() == size);
}
};

View File

@ -0,0 +1,417 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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 TEST_SET_H
#define TEST_SET_H
// Libraries
#include "Test.h"
#include "containers/Set.h"
#include "memory/DefaultAllocator.h"
// Key to test map with always same hash values
namespace reactphysics3d {
struct TestValueSet {
int key;
TestValueSet(int k) :key(k) {}
bool operator==(const TestValueSet& testValue) const {
return key == testValue.key;
}
};
}
// Hash function for struct VerticesPair
namespace std {
template <> struct hash<reactphysics3d::TestValueSet> {
size_t operator()(const reactphysics3d::TestValueSet& value) const {
return 1;
}
};
}
/// Reactphysics3D namespace
namespace reactphysics3d {
// Class TestSet
/**
* Unit test for the Set class
*/
class TestSet : public Test {
private :
// ---------- Atributes ---------- //
DefaultAllocator mAllocator;
public :
// ---------- Methods ---------- //
/// Constructor
TestSet(const std::string& name) : Test(name) {
}
/// Run the tests
void run() {
testConstructors();
testReserve();
testAddRemoveClear();
testContains();
testFind();
testEquality();
testAssignment();
testIterators();
}
void testConstructors() {
// ----- Constructors ----- //
Set<std::string> set1(mAllocator);
test(set1.capacity() == 0);
test(set1.size() == 0);
Set<std::string> set2(mAllocator, 100);
test(set2.capacity() >= 100);
test(set2.size() == 0);
// ----- Copy Constructors ----- //
Set<std::string> set3(set1);
test(set3.capacity() == set1.capacity());
test(set3.size() == set1.size());
Set<int> set4(mAllocator);
set4.add(10);
set4.add(20);
set4.add(30);
test(set4.capacity() >= 3);
test(set4.size() == 3);
set4.add(30);
test(set4.size() == 3);
Set<int> set5(set4);
test(set5.capacity() == set4.capacity());
test(set5.size() == set4.size());
test(set5.contains(10));
test(set5.contains(20));
test(set5.contains(30));
}
void testReserve() {
Set<std::string> set1(mAllocator);
set1.reserve(15);
test(set1.capacity() >= 15);
set1.add("test1");
set1.add("test2");
test(set1.capacity() >= 15);
set1.reserve(10);
test(set1.capacity() >= 15);
set1.reserve(100);
test(set1.capacity() >= 100);
test(set1.contains("test1"));
test(set1.contains("test2"));
}
void testAddRemoveClear() {
// ----- Test add() ----- //
Set<int> set1(mAllocator);
set1.add(10);
set1.add(80);
set1.add(130);
test(set1.contains(10));
test(set1.contains(80));
test(set1.contains(130));
test(set1.size() == 3);
Set<int> set2(mAllocator, 15);
for (int i = 0; i < 1000000; i++) {
set2.add(i);
}
bool isValid = true;
for (int i = 0; i < 1000000; i++) {
if (!set2.contains(i)) isValid = false;
}
test(isValid);
set1.remove(10);
set1.add(10);
test(set1.size() == 3);
test(set1.contains(10));
set1.add(34);
test(set1.contains(34));
test(set1.size() == 4);
// ----- Test remove() ----- //
set1.remove(10);
test(!set1.contains(10));
test(set1.contains(80));
test(set1.contains(130));
test(set1.contains(34));
test(set1.size() == 3);
set1.remove(80);
test(!set1.contains(80));
test(set1.contains(130));
test(set1.contains(34));
test(set1.size() == 2);
set1.remove(130);
test(!set1.contains(130));
test(set1.contains(34));
test(set1.size() == 1);
set1.remove(34);
test(!set1.contains(34));
test(set1.size() == 0);
isValid = true;
for (int i = 0; i < 1000000; i++) {
set2.remove(i);
}
for (int i = 0; i < 1000000; i++) {
if (set2.contains(i)) isValid = false;
}
test(isValid);
test(set2.size() == 0);
Set<int> set3(mAllocator);
for (int i=0; i < 1000000; i++) {
set3.add(i);
set3.remove(i);
}
set3.add(1);
set3.add(2);
set3.add(3);
test(set3.size() == 3);
auto it = set3.begin();
set3.remove(it++);
test(!set3.contains(1));
test(set3.size() == 2);
test(*it == 2);
set3.add(6);
set3.add(7);
set3.add(8);
for (it = set3.begin(); it != set3.end();) {
it = set3.remove(it);
}
test(set3.size() == 0);
// ----- Test clear() ----- //
Set<int> set4(mAllocator);
set4.add(2);
set4.add(4);
set4.add(6);
set4.clear();
test(set4.size() == 0);
set4.add(2);
test(set4.size() == 1);
test(set4.contains(2));
set4.clear();
test(set4.size() == 0);
Set<int> set5(mAllocator);
set5.clear();
test(set5.size() == 0);
// ----- Test map with always same hash value for keys ----- //
Set<TestValueSet> set6(mAllocator);
for (int i=0; i < 1000; i++) {
set6.add(TestValueSet(i));
}
bool isTestValid = true;
for (int i=0; i < 1000; i++) {
if (!set6.contains(TestValueSet(i))) {
isTestValid = false;
}
}
test(isTestValid);
for (int i=0; i < 1000; i++) {
set6.remove(TestValueSet(i));
}
test(set6.size() == 0);
}
void testContains() {
Set<int> set1(mAllocator);
test(!set1.contains(2));
test(!set1.contains(4));
test(!set1.contains(6));
set1.add(2);
set1.add(4);
set1.add(6);
test(set1.contains(2));
test(set1.contains(4));
test(set1.contains(6));
set1.remove(4);
test(!set1.contains(4));
test(set1.contains(2));
test(set1.contains(6));
set1.clear();
test(!set1.contains(2));
test(!set1.contains(6));
}
void testFind() {
Set<int> set1(mAllocator);
set1.add(2);
set1.add(4);
set1.add(6);
test(set1.find(2) != set1.end());
test(set1.find(4) != set1.end());
test(set1.find(6) != set1.end());
test(set1.find(45) == set1.end());
set1.remove(2);
test(set1.find(2) == set1.end());
}
void testEquality() {
Set<std::string> set1(mAllocator, 10);
Set<std::string> set2(mAllocator, 2);
test(set1 == set2);
set1.add("a");
set1.add("b");
set1.add("c");
set2.add("a");
set2.add("b");
set2.add("h");
test(set1 == set1);
test(set2 == set2);
test(set1 != set2);
test(set2 != set1);
set1.add("a");
set2.remove("h");
set2.add("c");
test(set1 == set2);
test(set2 == set1);
Set<std::string> set3(mAllocator);
set3.add("a");
test(set1 != set3);
test(set2 != set3);
test(set3 != set1);
test(set3 != set2);
}
void testAssignment() {
Set<int> set1(mAllocator);
set1.add(1);
set1.add(2);
set1.add(10);
Set<int> set2(mAllocator);
set2 = set1;
test(set2.size() == set1.size());
test(set2.contains(1));
test(set2.contains(2));
test(set2.contains(10));
test(set1 == set2);
Set<int> set3(mAllocator, 100);
set3 = set1;
test(set3.size() == set1.size());
test(set3 == set1);
test(set3.contains(1));
test(set3.contains(2));
test(set3.contains(10));
Set<int> set4(mAllocator);
set3 = set4;
test(set3.size() == 0);
test(set3 == set4);
Set<int> set5(mAllocator);
set5.add(7);
set5.add(19);
set1 = set5;
test(set5.size() == set1.size());
test(set1 == set5);
test(set1.contains(7));
test(set1.contains(19));
}
void testIterators() {
Set<int> set1(mAllocator);
test(set1.begin() == set1.end());
set1.add(1);
set1.add(2);
set1.add(3);
set1.add(4);
Set<int>::Iterator itBegin = set1.begin();
Set<int>::Iterator it = set1.begin();
test(itBegin == it);
int size = 0;
for (auto it = set1.begin(); it != set1.end(); ++it) {
test(set1.contains(*it));
size++;
}
test(set1.size() == size);
}
};
}
#endif

View File

@ -103,6 +103,16 @@ class TestMathematicsFunctions : public Test {
test(!sameSign(4, -7));
test(!sameSign(-4, 53));
// Test computePointToPlaneDistance()
Vector3 p(8, 4, 0);
Vector3 n1(1, 0, 0);
Vector3 n2(-1, 0, 0);
Vector3 q1(1, 54, 0);
Vector3 q2(8, 17, 0);
test(approxEqual(computePointToPlaneDistance(q1, n1, p), decimal(-7)));
test(approxEqual(computePointToPlaneDistance(q1, n2, p), decimal(7)));
test(approxEqual(computePointToPlaneDistance(q2, n2, p), decimal(0.0)));
// Test computeBarycentricCoordinatesInTriangle()
Vector3 a(0, 0, 0);
Vector3 b(5, 0, 0);

View File

@ -186,7 +186,7 @@ class CollisionDetectionScene : public SceneDemo {
virtual void setIsContactPointsDisplayed(bool display) override;
/// Return all the contact points of the scene
virtual std::vector<ContactPoint> getContactPoints() const override;
virtual std::vector<ContactPoint> getContactPoints() override;
};
// Display or not the surface normals at hit points
@ -205,7 +205,7 @@ inline void CollisionDetectionScene::setIsContactPointsDisplayed(bool display) {
}
// Return all the contact points of the scene
inline std::vector<ContactPoint> CollisionDetectionScene::getContactPoints() const {
inline std::vector<ContactPoint> CollisionDetectionScene::getContactPoints() {
return mContactManager.getContactPoints();
}

View File

@ -101,11 +101,11 @@ class CollisionShapesScene : public SceneDemo {
virtual void reset() override;
/// Return all the contact points of the scene
virtual std::vector<ContactPoint> getContactPoints() const override;
virtual std::vector<ContactPoint> getContactPoints() override;
};
// Return all the contact points of the scene
inline std::vector<ContactPoint> CollisionShapesScene::getContactPoints() const {
inline std::vector<ContactPoint> CollisionShapesScene::getContactPoints() {
return computeContactPointsOfWorld(getDynamicsWorld());
}

View File

@ -98,11 +98,11 @@ class ConcaveMeshScene : public SceneDemo {
virtual void reset() override;
/// Return all the contact points of the scene
virtual std::vector<ContactPoint> getContactPoints() const override;
virtual std::vector<ContactPoint> getContactPoints() override;
};
// Return all the contact points of the scene
inline std::vector<ContactPoint> ConcaveMeshScene::getContactPoints() const {
inline std::vector<ContactPoint> ConcaveMeshScene::getContactPoints() {
return computeContactPointsOfWorld(getDynamicsWorld());
}

View File

@ -69,11 +69,11 @@ class CubesScene : public SceneDemo {
virtual void reset() override;
/// Return all the contact points of the scene
virtual std::vector<ContactPoint> getContactPoints() const override;
virtual std::vector<ContactPoint> getContactPoints() override;
};
// Return all the contact points of the scene
inline std::vector<ContactPoint> CubesScene::getContactPoints() const {
inline std::vector<ContactPoint> CubesScene::getContactPoints() {
return computeContactPointsOfWorld(getDynamicsWorld());
}

View File

@ -69,11 +69,11 @@ class CubeStackScene : public SceneDemo {
virtual void reset() override;
/// Return all the contact points of the scene
virtual std::vector<ContactPoint> getContactPoints() const override;
virtual std::vector<ContactPoint> getContactPoints() override;
};
// Return all the contact points of the scene
inline std::vector<ContactPoint> CubeStackScene::getContactPoints() const {
inline std::vector<ContactPoint> CubeStackScene::getContactPoints() {
return computeContactPointsOfWorld(getDynamicsWorld());
}

View File

@ -100,11 +100,11 @@ class HeightFieldScene : public SceneDemo {
virtual void reset() override ;
/// Return all the contact points of the scene
virtual std::vector<ContactPoint> getContactPoints() const override ;
virtual std::vector<ContactPoint> getContactPoints() override ;
};
// Return all the contact points of the scene
inline std::vector<ContactPoint> HeightFieldScene::getContactPoints() const {
inline std::vector<ContactPoint> HeightFieldScene::getContactPoints() {
return computeContactPointsOfWorld(getDynamicsWorld());
}

View File

@ -127,11 +127,11 @@ class JointsScene : public SceneDemo {
virtual void reset() override;
/// Return all the contact points of the scene
virtual std::vector<ContactPoint> getContactPoints() const override;
virtual std::vector<ContactPoint> getContactPoints() override;
};
// Return all the contact points of the scene
inline std::vector<ContactPoint> JointsScene::getContactPoints() const {
inline std::vector<ContactPoint> JointsScene::getContactPoints() {
return computeContactPointsOfWorld(getDynamicsWorld());
}

View File

@ -198,7 +198,7 @@ class RaycastScene : public SceneDemo {
virtual void setIsContactPointsDisplayed(bool display) override;
/// Return all the contact points of the scene
virtual std::vector<ContactPoint> getContactPoints() const override;
virtual std::vector<ContactPoint> getContactPoints() override;
};
// Display or not the surface normals at hit points
@ -217,7 +217,7 @@ inline void RaycastScene::setIsContactPointsDisplayed(bool display) {
}
// Return all the contact points of the scene
inline std::vector<ContactPoint> RaycastScene::getContactPoints() const {
inline std::vector<ContactPoint> RaycastScene::getContactPoints() {
return mRaycastManager.getHitPoints();
}

View File

@ -230,7 +230,7 @@ class Scene {
void setIsWireframeEnabled(bool isEnabled);
/// Return all the contact points of the scene
std::vector<ContactPoint> virtual getContactPoints() const;
std::vector<ContactPoint> virtual getContactPoints();
};
// Called when a keyboard event occurs
@ -303,7 +303,7 @@ inline void Scene::setIsWireframeEnabled(bool isEnabled) {
}
// Return all the contact points of the scene
inline std::vector<ContactPoint> Scene::getContactPoints() const {
inline std::vector<ContactPoint> Scene::getContactPoints() {
// Return an empty list of contact points
return std::vector<ContactPoint>();

View File

@ -418,15 +418,15 @@ void SceneDemo::removeAllContactPoints() {
}
// Return all the contact points of the scene
std::vector<ContactPoint> SceneDemo::computeContactPointsOfWorld(const rp3d::DynamicsWorld* world) const {
std::vector<ContactPoint> SceneDemo::computeContactPointsOfWorld(rp3d::DynamicsWorld* world) {
std::vector<ContactPoint> contactPoints;
// Get the list of contact manifolds from the world
std::vector<const rp3d::ContactManifold*> manifolds = world->getContactsList();
rp3d::List<const rp3d::ContactManifold*> manifolds = world->getContactsList();
// For each contact manifold
std::vector<const rp3d::ContactManifold*>::const_iterator it;
rp3d::List<const rp3d::ContactManifold*>::Iterator it;
for (it = manifolds.begin(); it != manifolds.end(); ++it) {
const rp3d::ContactManifold* manifold = *it;

View File

@ -158,7 +158,7 @@ class SceneDemo : public Scene {
virtual void setIsShadowMappingEnabled(bool isShadowMappingEnabled) override;
/// Return all the contact points of the scene
std::vector<ContactPoint> computeContactPointsOfWorld(const rp3d::DynamicsWorld* world) const;
std::vector<ContactPoint> computeContactPointsOfWorld(reactphysics3d::DynamicsWorld *world);
};
// Enabled/Disable the shadow mapping