/******************************************************************************** * 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 "SphereVsSphereNarrowPhaseInfoBatch.h" #include "collision/shapes/SphereShape.h" using namespace reactphysics3d; // Constructor SphereVsSphereNarrowPhaseInfoBatch::SphereVsSphereNarrowPhaseInfoBatch(MemoryAllocator& allocator, OverlappingPairs& overlappingPairs) : NarrowPhaseInfoBatch(allocator, overlappingPairs), sphere1Radiuses(allocator), sphere2Radiuses(allocator) { } // Add shapes to be tested during narrow-phase collision detection into the batch void SphereVsSphereNarrowPhaseInfoBatch::addNarrowPhaseInfo(uint64 pairId, Entity proxyShape1, Entity proxyShape2, CollisionShape* shape1, CollisionShape* shape2, const Transform& shape1Transform, const Transform& shape2Transform) { assert(shape1->getType() == CollisionShapeType::SPHERE); assert(shape2->getType() == CollisionShapeType::SPHERE); const SphereShape* sphere1 = static_cast(shape1); const SphereShape* sphere2 = static_cast(shape2); sphere1Radiuses.add(sphere1->getRadius()); sphere2Radiuses.add(sphere2->getRadius()); proxyShapeEntities1.add(proxyShape1); proxyShapeEntities2.add(proxyShape2); shape1ToWorldTransforms.add(shape1Transform); shape2ToWorldTransforms.add(shape2Transform); overlappingPairIds.add(pairId); 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); } // Initialize the containers using cached capacity void SphereVsSphereNarrowPhaseInfoBatch::reserveMemory() { overlappingPairIds.reserve(mCachedCapacity); proxyShapeEntities1.reserve(mCachedCapacity); proxyShapeEntities2.reserve(mCachedCapacity); shape1ToWorldTransforms.reserve(mCachedCapacity); shape2ToWorldTransforms.reserve(mCachedCapacity); lastFrameCollisionInfos.reserve(mCachedCapacity); isColliding.reserve(mCachedCapacity); contactPoints.reserve(mCachedCapacity); sphere1Radiuses.reserve(mCachedCapacity); sphere2Radiuses.reserve(mCachedCapacity); } // Clear all the objects in the batch void SphereVsSphereNarrowPhaseInfoBatch::clear() { // 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); shape1ToWorldTransforms.clear(true); shape2ToWorldTransforms.clear(true); lastFrameCollisionInfos.clear(true); isColliding.clear(true); contactPoints.clear(true); sphere1Radiuses.clear(true); sphere2Radiuses.clear(true); }