/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2018 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 "NarrowPhaseInfoBatch.h" #include "collision/ContactPointInfo.h" #include "collision/shapes/TriangleShape.h" #include "engine/OverlappingPairs.h" #include using namespace reactphysics3d; // Constructor NarrowPhaseInfoBatch::NarrowPhaseInfoBatch(MemoryAllocator& allocator, OverlappingPairs& overlappingPairs) : mMemoryAllocator(allocator), mOverlappingPairs(overlappingPairs), overlappingPairIds(allocator), proxyShapeEntities1(allocator), proxyShapeEntities2(allocator), collisionShapes1(allocator), collisionShapes2(allocator), shape1ToWorldTransforms(allocator), shape2ToWorldTransforms(allocator), isColliding(allocator), contactPoints(allocator), collisionShapeAllocators(allocator), lastFrameCollisionInfos(allocator) { } // Destructor NarrowPhaseInfoBatch::~NarrowPhaseInfoBatch() { clear(); } // Add shapes to be tested during narrow-phase collision detection into the batch void NarrowPhaseInfoBatch::addNarrowPhaseInfo(uint64 pairId, Entity proxyShape1, Entity proxyShape2, CollisionShape* shape1, CollisionShape* shape2, const Transform& shape1Transform, const Transform& shape2Transform, MemoryAllocator& shapeAllocator) { overlappingPairIds.add(pairId); proxyShapeEntities1.add(proxyShape1); proxyShapeEntities2.add(proxyShape2); collisionShapes1.add(shape1); collisionShapes2.add(shape2); shape1ToWorldTransforms.add(shape1Transform); shape2ToWorldTransforms.add(shape2Transform); collisionShapeAllocators.add(&shapeAllocator); contactPoints.add(List(mMemoryAllocator)); isColliding.add(false); // Add a collision info for the two collision shapes into the overlapping pair (if not present yet) LastFrameCollisionInfo* lastFrameInfo = mOverlappingPairs.addLastFrameInfoIfNecessary(pairId, shape1->getId(), shape2->getId()); lastFrameCollisionInfos.add(lastFrameInfo); } // Add a new contact point void NarrowPhaseInfoBatch::addContactPoint(uint index, const Vector3& contactNormal, decimal penDepth, const Vector3& localPt1, const Vector3& localPt2) { assert(penDepth > decimal(0.0)); // Get the memory allocator MemoryAllocator& allocator = mOverlappingPairs.getTemporaryAllocator(); // Create the contact point info ContactPointInfo* contactPointInfo = new (allocator.allocate(sizeof(ContactPointInfo))) ContactPointInfo(contactNormal, penDepth, localPt1, localPt2); // Add it into the list of contact points contactPoints[index].add(contactPointInfo); } // Reset the remaining contact points void NarrowPhaseInfoBatch::resetContactPoints(uint index) { // Get the memory allocator MemoryAllocator& allocator = mOverlappingPairs.getTemporaryAllocator(); // For each remaining contact point info for (uint i=0; i < contactPoints[index].size(); i++) { ContactPointInfo* contactPoint = contactPoints[index][i]; // Call the destructor contactPoint->~ContactPointInfo(); // Delete the current element allocator.release(contactPoint, sizeof(ContactPointInfo)); } contactPoints[index].clear(); } // Initialize the containers using cached capacity void NarrowPhaseInfoBatch::reserveMemory() { overlappingPairIds.reserve(mCachedCapacity); proxyShapeEntities1.reserve(mCachedCapacity); proxyShapeEntities2.reserve(mCachedCapacity); collisionShapes1.reserve(mCachedCapacity); collisionShapes2.reserve(mCachedCapacity); shape1ToWorldTransforms.reserve(mCachedCapacity); shape2ToWorldTransforms.reserve(mCachedCapacity); collisionShapeAllocators.reserve(mCachedCapacity); lastFrameCollisionInfos.reserve(mCachedCapacity); isColliding.reserve(mCachedCapacity); contactPoints.reserve(mCachedCapacity); } // Clear all the objects in the batch void NarrowPhaseInfoBatch::clear() { for (uint i=0; i < overlappingPairIds.size(); i++) { assert(contactPoints[i].size() == 0); // Release the memory of the TriangleShape (this memory was allocated in the // MiddlePhaseTriangleCallback::testTriangle() method) if (collisionShapes1.size() > 0 && collisionShapes1[i]->getName() == CollisionShapeName::TRIANGLE) { collisionShapes1[i]->~CollisionShape(); collisionShapeAllocators[i]->release(collisionShapes1[i], sizeof(TriangleShape)); } if (collisionShapes2.size() > 0 && collisionShapes2[i]->getName() == CollisionShapeName::TRIANGLE) { collisionShapes2[i]->~CollisionShape(); collisionShapeAllocators[i]->release(collisionShapes2[i], sizeof(TriangleShape)); } } // Note that we clear the following containers and we release their allocated memory. Therefore, // if the memory allocator is a single frame allocator, the memory is deallocated and will be // allocated in the next frame at a possibly different location in memory (remember that the // location of the allocated memory of a single frame allocator might change between two frames) mCachedCapacity = overlappingPairIds.size(); overlappingPairIds.clear(true); proxyShapeEntities1.clear(true); proxyShapeEntities2.clear(true); collisionShapes1.clear(true); collisionShapes2.clear(true); shape1ToWorldTransforms.clear(true); shape2ToWorldTransforms.clear(true); collisionShapeAllocators.clear(true); lastFrameCollisionInfos.clear(true); isColliding.clear(true); contactPoints.clear(true); }