/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_COLLISION_DETECTION_H #define REACTPHYSICS3D_COLLISION_DETECTION_H // Libraries #include "body/CollisionBody.h" #include "broadphase/BroadPhaseAlgorithm.h" #include "engine/OverlappingPair.h" #include "narrowphase/GJK/GJKAlgorithm.h" #include "narrowphase/SphereVsSphereAlgorithm.h" #include "memory/MemoryAllocator.h" #include "constraint/ContactPoint.h" #include #include #include #include /// ReactPhysics3D namespace namespace reactphysics3d { // Declarations class BroadPhaseAlgorithm; class CollisionWorld; class CollisionCallback; // Class CollisionDetection /** * This class computes the collision detection algorithms. We first * perform a broad-phase algorithm to know which pairs of bodies can * collide and then we run a narrow-phase algorithm to compute the * collision contacts between bodies. */ class CollisionDetection { private : // -------------------- Attributes -------------------- // /// Pointer to the physics world CollisionWorld* mWorld; /// Broad-phase overlapping pairs std::map mOverlappingPairs; /// Broad-phase algorithm BroadPhaseAlgorithm mBroadPhaseAlgorithm; /// Narrow-phase GJK algorithm GJKAlgorithm mNarrowPhaseGJKAlgorithm; /// Narrow-phase Sphere vs Sphere algorithm SphereVsSphereAlgorithm mNarrowPhaseSphereVsSphereAlgorithm; /// Set of pair of bodies that cannot collide between each other std::set mNoCollisionPairs; /// True if some collision shapes have been added previously bool mIsCollisionShapesAdded; // -------------------- Methods -------------------- // /// Private copy-constructor CollisionDetection(const CollisionDetection& collisionDetection); /// Private assignment operator CollisionDetection& operator=(const CollisionDetection& collisionDetection); /// Compute the broad-phase collision detection void computeBroadPhase(); /// Compute the narrow-phase collision detection void computeNarrowPhase(); /// Select the narrow phase algorithm to use given two collision shapes NarrowPhaseAlgorithm& selectNarrowPhaseAlgorithm(const CollisionShape* collisionShape1, const CollisionShape* collisionShape2); /// Create a new contact void createContact(OverlappingPair* overlappingPair, const ContactPointInfo* contactInfo); /// Add a contact manifold to the linked list of contact manifolds of the two bodies /// involed in the corresponding contact. void addContactManifoldToBody(ContactManifold* contactManifold, CollisionBody *body1, CollisionBody *body2); /// Delete all the contact points in the currently overlapping pairs void clearContactPoints(); public : // -------------------- Methods -------------------- // /// Constructor CollisionDetection(CollisionWorld* world, MemoryAllocator& memoryAllocator); /// Destructor ~CollisionDetection(); /// Add a proxy collision shape to the collision detection void addProxyCollisionShape(ProxyShape* proxyShape, const AABB& aabb); /// Remove a proxy collision shape from the collision detection void removeProxyCollisionShape(ProxyShape* proxyShape); /// Update a proxy collision shape (that has moved for instance) void updateProxyCollisionShape(ProxyShape* shape, const AABB& aabb, const Vector3& displacement = Vector3(0, 0, 0)); /// Add a pair of bodies that cannot collide with each other void addNoCollisionPair(CollisionBody* body1, CollisionBody* body2); /// Remove a pair of bodies that cannot collide with each other void removeNoCollisionPair(CollisionBody* body1, CollisionBody* body2); /// Ask for a collision shape to be tested again during broad-phase. void askForBroadPhaseCollisionCheck(ProxyShape* shape); /// Compute the collision detection void computeCollisionDetection(); /// Compute the collision detection void testCollisionBetweenShapes(CollisionCallback* callback, const std::set& shapes1, const std::set& shapes2); /// Report collision between two sets of shapes void reportCollisionBetweenShapes(CollisionCallback* callback, const std::set& shapes1, const std::set& shapes2) ; /// Ray casting method void raycast(RaycastCallback* raycastCallback, const Ray& ray, unsigned short raycastWithCategoryMaskBits) 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; /// Allow the broadphase to notify the collision detection about an overlapping pair. void broadPhaseNotifyOverlappingPair(ProxyShape* shape1, ProxyShape* shape2); // Compute the narrow-phase collision detection void computeNarrowPhaseBetweenShapes(CollisionCallback* callback, const std::set& shapes1, const std::set& shapes2); // -------------------- Friendship -------------------- // friend class DynamicsWorld; friend class ConvexMeshShape; }; // Select the narrow-phase collision algorithm to use given two collision shapes inline NarrowPhaseAlgorithm& CollisionDetection::selectNarrowPhaseAlgorithm( const CollisionShape* collisionShape1, const CollisionShape* collisionShape2) { // Sphere vs Sphere algorithm if (collisionShape1->getType() == SPHERE && collisionShape2->getType() == SPHERE) { return mNarrowPhaseSphereVsSphereAlgorithm; } else { // GJK algorithm return mNarrowPhaseGJKAlgorithm; } } // Add a body to the collision detection inline void CollisionDetection::addProxyCollisionShape(ProxyShape* proxyShape, const AABB& aabb) { // Add the body to the broad-phase mBroadPhaseAlgorithm.addProxyCollisionShape(proxyShape, aabb); mIsCollisionShapesAdded = true; } // Add a pair of bodies that cannot collide with each other inline void CollisionDetection::addNoCollisionPair(CollisionBody* body1, CollisionBody* body2) { mNoCollisionPairs.insert(OverlappingPair::computeBodiesIndexPair(body1, body2)); } // Remove a pair of bodies that cannot collide with each other inline void CollisionDetection::removeNoCollisionPair(CollisionBody* body1, CollisionBody* body2) { mNoCollisionPairs.erase(OverlappingPair::computeBodiesIndexPair(body1, body2)); } // Ask for a collision shape to be tested again during broad-phase. /// We simply put the shape in the list of collision shape that have moved in the /// previous frame so that it is tested for collision again in the broad-phase. inline void CollisionDetection::askForBroadPhaseCollisionCheck(ProxyShape* shape) { mBroadPhaseAlgorithm.addMovedCollisionShape(shape->mBroadPhaseID); } // Update a proxy collision shape (that has moved for instance) inline void CollisionDetection::updateProxyCollisionShape(ProxyShape* shape, const AABB& aabb, const Vector3& displacement) { mBroadPhaseAlgorithm.updateProxyCollisionShape(shape, aabb, displacement); } // Ray casting method inline void CollisionDetection::raycast(RaycastCallback* raycastCallback, const Ray& ray, unsigned short raycastWithCategoryMaskBits) const { RaycastTest rayCastTest(raycastCallback); // Ask the broad-phase algorithm to call the testRaycastAgainstShape() // callback method for each proxy shape hit by the ray in the broad-phase mBroadPhaseAlgorithm.raycast(ray, rayCastTest, raycastWithCategoryMaskBits); } // Test if the AABBs of two proxy shapes overlap inline bool CollisionDetection::testAABBOverlap(const ProxyShape* shape1, const ProxyShape* shape2) const { // If one of the shape's body is not active, we return no overlap if (!shape1->getBody()->isActive() || !shape2->getBody()->isActive()) { return false; } return mBroadPhaseAlgorithm.testOverlappingShapes(shape1, shape2); } } #endif