/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ // Libraries #include "collision/shapes/ConcaveShape.h" #include "collision/shapes/TriangleShape.h" #include "ConcaveVsConvexAlgorithm.h" #include "collision/CollisionDetection.h" #include "engine/CollisionWorld.h" using namespace reactphysics3d; // Constructor ConcaveVsConvexAlgorithm::ConcaveVsConvexAlgorithm() { } // Destructor ConcaveVsConvexAlgorithm::~ConcaveVsConvexAlgorithm() { } // Return true and compute a contact info if the two bounding volumes collide void ConcaveVsConvexAlgorithm::testCollision(const CollisionShapeInfo& shape1Info, const CollisionShapeInfo& shape2Info, NarrowPhaseCallback* narrowPhaseCallback) { ProxyShape* convexProxyShape; ProxyShape* concaveProxyShape; const ConvexShape* convexShape; const ConcaveShape* concaveShape; // Collision shape 1 is convex, collision shape 2 is concave if (shape1Info.collisionShape->isConvex()) { convexProxyShape = shape1Info.proxyShape; convexShape = static_cast(shape1Info.collisionShape); concaveProxyShape = shape2Info.proxyShape; concaveShape = static_cast(shape2Info.collisionShape); } else { // Collision shape 2 is convex, collision shape 1 is concave convexProxyShape = shape2Info.proxyShape; convexShape = static_cast(shape2Info.collisionShape); concaveProxyShape = shape1Info.proxyShape; concaveShape = static_cast(shape1Info.collisionShape); } // Set the parameters of the callback object mConvexVsTriangleCallback.setNarrowPhaseCallback(narrowPhaseCallback); mConvexVsTriangleCallback.setCollisionDetection(mCollisionDetection); mConvexVsTriangleCallback.setConvexShape(convexShape); mConvexVsTriangleCallback.setProxyShapes(convexProxyShape, concaveProxyShape); mConvexVsTriangleCallback.setOverlappingPair(shape1Info.overlappingPair); // Compute the convex shape AABB in the local-space of the convex shape AABB aabb; convexShape->computeAABB(aabb, convexProxyShape->getLocalToWorldTransform()); // Call the convex vs triangle callback for each triangle of the concave shape concaveShape->testAllTriangles(mConvexVsTriangleCallback, aabb); } // Test collision between a triangle and the convex mesh shape void ConvexVsTriangleCallback::testTriangle(const Vector3* trianglePoints) { // Create a triangle collision shape // TODO : Do we need to use a collision margin for a triangle ? TriangleShape triangleShape(trianglePoints[0], trianglePoints[1], trianglePoints[2]); // Select the collision algorithm to use between the triangle and the convex shape NarrowPhaseAlgorithm* algo = mCollisionDetection->getCollisionAlgorithm(triangleShape.getType(), mConvexShape->getType()); // If there is no collision algorithm between those two kinds of shapes if (algo == NULL) return; // Notify the narrow-phase algorithm about the overlapping pair we are going to test algo->setCurrentOverlappingPair(mOverlappingPair); // Create the CollisionShapeInfo objects CollisionShapeInfo shapeConvexInfo(mConvexProxyShape, mConvexShape, mConvexProxyShape->getLocalToWorldTransform(), mOverlappingPair, mConvexProxyShape->getCachedCollisionData()); CollisionShapeInfo shapeConcaveInfo(mConcaveProxyShape, &triangleShape, mConcaveProxyShape->getLocalToWorldTransform(), mOverlappingPair, mConcaveProxyShape->getCachedCollisionData()); // Use the collision algorithm to test collision between the triangle and the other convex shape algo->testCollision(shapeConvexInfo, shapeConcaveInfo, mNarrowPhaseCallback); }