/******************************************************************************** * 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_COLLISION_WORLD_H #define REACTPHYSICS3D_COLLISION_WORLD_H // Libraries #include #include #include #include #include "mathematics/mathematics.h" #include "Profiler.h" #include "body/CollisionBody.h" #include "collision/RaycastInfo.h" #include "OverlappingPair.h" #include "collision/CollisionDetection.h" #include "constraint/Joint.h" #include "constraint/ContactPoint.h" #include "memory/MemoryManager.h" #include "EventListener.h" /// Namespace reactphysics3d namespace reactphysics3d { // Declarations class CollisionCallback; class OverlapCallback; // Class CollisionWorld /** * This class represent a world where it is possible to move bodies * by hand and to test collision between each other. In this kind of * world, the bodies movement is not computed using the laws of physics. */ class CollisionWorld { protected : // -------------------- Attributes -------------------- // /// Memory manager MemoryManager mMemoryManager; /// Reference to the collision detection CollisionDetection mCollisionDetection; /// All the bodies (rigid and soft) of the world std::set mBodies; /// Current body ID bodyindex mCurrentBodyID; /// List of free ID for rigid bodies std::vector mFreeBodiesIDs; /// Pointer to an event listener object EventListener* mEventListener; #ifdef IS_PROFILING_ACTIVE /// Real-time hierarchical profiler Profiler mProfiler; #endif // -------------------- Methods -------------------- // /// Return the next available body ID bodyindex computeNextAvailableBodyID(); /// Reset all the contact manifolds linked list of each body void resetContactManifoldListsOfBodies(); public : // -------------------- Methods -------------------- // /// Constructor CollisionWorld(); /// Destructor virtual ~CollisionWorld(); /// Deleted copy-constructor CollisionWorld(const CollisionWorld& world) = delete; /// Deleted assignment operator CollisionWorld& operator=(const CollisionWorld& world) = delete; /// Return an iterator to the beginning of the bodies of the physics world std::set::iterator getBodiesBeginIterator(); /// Return an iterator to the end of the bodies of the physics world std::set::iterator getBodiesEndIterator(); /// Create a collision body CollisionBody* createCollisionBody(const Transform& transform); /// Destroy a collision body void destroyCollisionBody(CollisionBody* collisionBody); /// Set the collision dispatch configuration void setCollisionDispatch(CollisionDispatch* collisionDispatch); /// Ray cast method void raycast(const Ray& ray, RaycastCallback* raycastCallback, unsigned short raycastWithCategoryMaskBits = 0xFFFF) const; /// Test if the AABBs of two bodies overlap bool testAABBOverlap(const CollisionBody* body1, const CollisionBody* body2) const; /// Report all the bodies that overlap with the AABB in parameter void testAABBOverlap(const AABB& aabb, OverlapCallback* overlapCallback, unsigned short categoryMaskBits = 0xFFFF); /// Return true if two bodies overlap bool testOverlap(CollisionBody* body1, CollisionBody* body2); /// Report all the bodies that overlap with the body in parameter void testOverlap(CollisionBody* body, OverlapCallback* overlapCallback, unsigned short categoryMaskBits = 0xFFFF); /// Test and report collisions between two bodies void testCollision(CollisionBody* body1, CollisionBody* body2, CollisionCallback* callback); /// Test and report collisions between a body and all the others bodies of the world void testCollision(CollisionBody* body, CollisionCallback* callback, unsigned short categoryMaskBits = 0xFFFF); /// Test and report collisions between all shapes of the world void testCollision(CollisionCallback* callback); #ifdef IS_PROFILING_ACTIVE /// Set the name of the profiler void setProfilerName(std::string name); #endif /// Return the current world-space AABB of given proxy shape AABB getWorldAABB(const ProxyShape* proxyShape) const; // -------------------- Friendship -------------------- // friend class CollisionDetection; friend class CollisionBody; friend class RigidBody; 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::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::iterator CollisionWorld::getBodiesEndIterator() { return mBodies.end(); } // Set the collision dispatch configuration /// This can be used to replace default collision detection algorithms by your /// custom algorithm for instance. /** * @param CollisionDispatch Pointer to a collision dispatch object describing * which collision detection algorithm to use for two given collision shapes */ inline void CollisionWorld::setCollisionDispatch(CollisionDispatch* collisionDispatch) { mCollisionDetection.setCollisionDispatch(collisionDispatch); } // Ray cast method /** * @param ray Ray to use for raycasting * @param raycastCallback Pointer to the class with the callback method * @param raycastWithCategoryMaskBits Bits mask corresponding to the category of * bodies to be raycasted */ inline void CollisionWorld::raycast(const Ray& ray, RaycastCallback* raycastCallback, unsigned short raycastWithCategoryMaskBits) const { mCollisionDetection.raycast(raycastCallback, ray, raycastWithCategoryMaskBits); } // Test and report collisions between two bodies /** * @param body1 Pointer to the first body to test * @param body2 Pointer to the second body to test * @param callback Pointer to the object with the callback method */ inline void CollisionWorld::testCollision(CollisionBody* body1, CollisionBody* body2, CollisionCallback* callback) { mCollisionDetection.testCollision(body1, body2, callback); } // Test and report collisions between a body and all the others bodies of the world /** * @param body Pointer to the body against which we need to test collision * @param callback Pointer to the object with the callback method to report contacts * @param categoryMaskBits Bits mask corresponding to the category of bodies we need to test collision with */ inline void CollisionWorld::testCollision(CollisionBody* body, CollisionCallback* callback, unsigned short categoryMaskBits) { mCollisionDetection.testCollision(body, callback, categoryMaskBits); } // Test and report collisions between all bodies of the world /** * @param callback Pointer to the object with the callback method to report contacts */ inline void CollisionWorld::testCollision(CollisionCallback* callback) { mCollisionDetection.testCollision(callback); } // Report all the bodies that overlap with the body in parameter /** * @param body Pointer to the collision body to test overlap with * @param overlapCallback Pointer to the callback class to report overlap * @param categoryMaskBits bits mask used to filter the bodies to test overlap with */ inline void CollisionWorld::testOverlap(CollisionBody* body, OverlapCallback* overlapCallback, unsigned short categoryMaskBits) { mCollisionDetection.testOverlap(body, overlapCallback, categoryMaskBits); } #ifdef IS_PROFILING_ACTIVE // Set the name of the profiler inline void CollisionWorld::setProfilerName(std::string name) { mProfiler.setName(name); } #endif } #endif