/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2012 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 COLLISION_DETECTION_H #define COLLISION_DETECTION_H // Libraries #include "../body/Body.h" #include "OverlappingPair.h" #include "../engine/PhysicsWorld.h" #include "../memory/MemoryPool.h" #include "narrowphase/GJK/GJKAlgorithm.h" #include "narrowphase/SphereVsSphereAlgorithm.h" #include "ContactInfo.h" #include #include #include #include // ReactPhysics3D namespace namespace reactphysics3d { // Declarations class BroadPhaseAlgorithm; /* ------------------------------------------------------------------- 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 : PhysicsWorld* world; // Pointer to the physics world std::map, OverlappingPair*> overlappingPairs; // Broad-phase overlapping pairs of bodies std::set > currentStepOverlappingPairs; // Overlapping pairs of bodies at the current collision detection step std::set > lastStepOverlappingPairs; // Overlapping pairs of bodies at the last collision detection step BroadPhaseAlgorithm* broadPhaseAlgorithm; // Broad-phase algorithm GJKAlgorithm narrowPhaseGJKAlgorithm; // Narrow-phase GJK algorithm SphereVsSphereAlgorithm narrowPhaseSphereVsSphereAlgorithm; // Narrow-phase Sphere vs Sphere algorithm MemoryPool memoryPoolContacts; // Memory pool for the contacts MemoryPool memoryPoolOverlappingPairs; // Memory pool for the overlapping pairs void computeBroadPhase(); // Compute the broad-phase collision detection bool computeNarrowPhase(); // Compute the narrow-phase collision detection NarrowPhaseAlgorithm& SelectNarrowPhaseAlgorithm(Collider* collider1, Collider* collider2); // Select the narrow phase algorithm to use given two colliders public : CollisionDetection(PhysicsWorld* physicsWorld); // Constructor ~CollisionDetection(); // Destructor OverlappingPair* getOverlappingPair(luint body1ID, luint body2ID); // Return an overlapping pair or null bool computeCollisionDetection(); // Compute the collision detection void broadPhaseNotifyOverlappingPair(Body* body1, Body* body2); // Allow the broadphase to notify the collision detection about an overlapping pair }; // Return an overlapping pair of bodies according to the given bodies ID // The method returns null if the pair of bodies is not overlapping inline OverlappingPair* CollisionDetection::getOverlappingPair(luint body1ID, luint body2ID) { std::pair pair = (body1ID < body2ID) ? std::make_pair(body1ID, body2ID) : std::make_pair(body2ID, body1ID); if (overlappingPairs.count(pair) == 1) { return overlappingPairs[pair]; } return NULL; } // Select the narrow-phase collision algorithm to use given two colliders inline NarrowPhaseAlgorithm& CollisionDetection::SelectNarrowPhaseAlgorithm(Collider* collider1, Collider* collider2) { // Sphere vs Sphere algorithm if (collider1->getType() == SPHERE && collider2->getType() == SPHERE) { return narrowPhaseSphereVsSphereAlgorithm; } else { // GJK algorithm return narrowPhaseGJKAlgorithm; } } } // End of the ReactPhysics3D namespace #endif