/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2013 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_COLLISION_DETECTION_H #define REACTPHYSICS3D_COLLISION_DETECTION_H // Libraries #include "../body/CollisionBody.h" #include "broadphase/BroadPhaseAlgorithm.h" #include "BroadPhasePair.h" #include "narrowphase/GJK/GJKAlgorithm.h" #include "narrowphase/SphereVsSphereAlgorithm.h" #include "../memory/MemoryAllocator.h" #include "../constraint/ContactPoint.h" #include #include #include #include #include // TODO : Delete this /// ReactPhysics3D namespace namespace reactphysics3d { // Declarations class BroadPhaseAlgorithm; class CollisionWorld; // Class CollisionDetection /** * This class computes the collision detection algorithms. We first * perform a broad-phase algorithm to know which pairs of bodies can * collide and then we run a narrow-phase algorithm to compute the * collision contacts between bodies. */ class CollisionDetection { private : // -------------------- Attributes -------------------- // /// Pointer to the physics world CollisionWorld* mWorld; /// Memory allocator MemoryAllocator& mMemoryAllocator; /// Broad-phase overlapping pairs std::map mOverlappingPairs; /// Broad-phase algorithm BroadPhaseAlgorithm* mBroadPhaseAlgorithm; /// Narrow-phase GJK algorithm GJKAlgorithm mNarrowPhaseGJKAlgorithm; /// Narrow-phase Sphere vs Sphere algorithm SphereVsSphereAlgorithm mNarrowPhaseSphereVsSphereAlgorithm; // -------------------- Methods -------------------- // /// Private copy-constructor CollisionDetection(const CollisionDetection& collisionDetection); /// Private assignment operator CollisionDetection& operator=(const CollisionDetection& collisionDetection); /// Compute the broad-phase collision detection void computeBroadPhase(); /// Compute the narrow-phase collision detection void computeNarrowPhase(); /// Select the narrow phase algorithm to use given two collision shapes NarrowPhaseAlgorithm& SelectNarrowPhaseAlgorithm(CollisionShape* collisionShape1, CollisionShape* collisionShape2); public : // -------------------- Methods -------------------- // /// Constructor CollisionDetection(CollisionWorld* world, MemoryAllocator& memoryAllocator); /// Destructor ~CollisionDetection(); /// Add a body to the collision detection void addBody(CollisionBody* body); /// Remove a body from the collision detection void removeBody(CollisionBody* body); /// Compute the collision detection void computeCollisionDetection(); /// Allow the broadphase to notify the collision detection about a new overlapping pair. void broadPhaseNotifyAddedOverlappingPair(BodyPair* pair); /// Allow the broadphase to notify the collision detection about a removed overlapping pair void broadPhaseNotifyRemovedOverlappingPair(BodyPair* pair); }; // Select the narrow-phase collision algorithm to use given two collision shapes inline NarrowPhaseAlgorithm& CollisionDetection::SelectNarrowPhaseAlgorithm( CollisionShape* collisionShape1, CollisionShape* collisionShape2) { // Sphere vs Sphere algorithm if (collisionShape1->getType() == SPHERE && collisionShape2->getType() == SPHERE) { return mNarrowPhaseSphereVsSphereAlgorithm; } else { // GJK algorithm return mNarrowPhaseGJKAlgorithm; } } // Add a body to the collision detection inline void CollisionDetection::addBody(CollisionBody* body) { // Add the body to the broad-phase mBroadPhaseAlgorithm->addObject(body, body->getAABB()); } // Remove a body from the collision detection inline void CollisionDetection::removeBody(CollisionBody* body) { // Remove the body from the broad-phase mBroadPhaseAlgorithm->removeObject(body); } } #endif