/******************************************************************************** * 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_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/MemoryAllocator.h" #include "EventListener.h" /// Namespace reactphysics3d namespace reactphysics3d { // Declarations class CollisionCallback; // 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 -------------------- // /// Reference to the collision detection CollisionDetection mCollisionDetection; /// All the bodies (rigid and soft) of the world std::set mBodies; /// All the collision shapes of the world std::list mCollisionShapes; /// Current body ID bodyindex mCurrentBodyID; /// List of free ID for rigid bodies std::vector mFreeBodiesIDs; /// Memory allocator MemoryAllocator mMemoryAllocator; /// Pointer to an event listener object EventListener* mEventListener; // -------------------- Methods -------------------- // /// Private copy-constructor CollisionWorld(const CollisionWorld& world); /// Private assignment operator CollisionWorld& operator=(const CollisionWorld& world); /// Return the next available body ID bodyindex computeNextAvailableBodyID(); /// Remove a collision shape. void removeCollisionShape(CollisionShape* collisionShape); /// Create a new collision shape in the world. CollisionShape* createCollisionShape(const CollisionShape& collisionShape); /// Reset all the contact manifolds linked list of each body void resetContactManifoldListsOfBodies(); public : // -------------------- Methods -------------------- // /// Constructor CollisionWorld(); /// Destructor virtual ~CollisionWorld(); /// 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); /// 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; /// Test if the AABBs of two proxy shapes overlap bool testAABBOverlap(const ProxyShape* shape1, const ProxyShape* shape2) const; /// Test and report collisions between a given shape and all the others /// shapes of the world virtual void testCollision(const ProxyShape* shape, CollisionCallback* callback); /// Test and report collisions between two given shapes virtual void testCollision(const ProxyShape* shape1, const ProxyShape* shape2, CollisionCallback* callback); /// Test and report collisions between a body and all the others bodies of the /// world virtual void testCollision(const CollisionBody* body, CollisionCallback* callback); /// Test and report collisions between two bodies virtual void testCollision(const CollisionBody* body1, const CollisionBody* body2, CollisionCallback* callback); /// Test and report collisions between all shapes of the world virtual void testCollision(CollisionCallback* callback); // -------------------- 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 inline std::set::iterator CollisionWorld::getBodiesBeginIterator() { return mBodies.begin(); } // Return an iterator to the end of the bodies of the physics world inline std::set::iterator CollisionWorld::getBodiesEndIterator() { return mBodies.end(); } // Ray cast method inline void CollisionWorld::raycast(const Ray& ray, RaycastCallback* raycastCallback, unsigned short raycastWithCategoryMaskBits) const { mCollisionDetection.raycast(raycastCallback, ray, raycastWithCategoryMaskBits); } // Test if the AABBs of two proxy shapes overlap inline bool CollisionWorld::testAABBOverlap(const ProxyShape* shape1, const ProxyShape* shape2) const { return mCollisionDetection.testAABBOverlap(shape1, shape2); } // Class CollisionCallback /** * This class can be used to register a callback for collision test queries. * You should implement your own class inherited from this one and implement * the notifyRaycastHit() method. This method will be called for each ProxyShape * that is hit by the ray. */ class CollisionCallback { public: /// Destructor virtual ~CollisionCallback() { } /// This method will be called for contact virtual void notifyContact(const ContactPointInfo& contactPointInfo)=0; }; } #endif