/******************************************************************************** * 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_BROAD_PHASE_ALGORITHM_H #define REACTPHYSICS3D_BROAD_PHASE_ALGORITHM_H // Libraries #include #include "body/CollisionBody.h" #include "collision/ProxyShape.h" #include "DynamicAABBTree.h" #include "engine/Profiler.h" /// Namespace ReactPhysics3D namespace reactphysics3d { // Declarations class CollisionDetection; class BroadPhaseAlgorithm; // Structure BroadPhasePair /** * This structure represent a potential overlapping pair during the * broad-phase collision detection. */ struct BroadPhasePair { // -------------------- Attributes -------------------- // /// Broad-phase ID of the first collision shape int collisionShape1ID; /// Broad-phase ID of the second collision shape int collisionShape2ID; // -------------------- Methods -------------------- // /// Method used to compare two pairs for sorting algorithm static bool smallerThan(const BroadPhasePair& pair1, const BroadPhasePair& pair2); }; // class AABBOverlapCallback class AABBOverlapCallback : public DynamicAABBTreeOverlapCallback { private: BroadPhaseAlgorithm& mBroadPhaseAlgorithm; int mReferenceNodeId; public: // Constructor AABBOverlapCallback(BroadPhaseAlgorithm& broadPhaseAlgo, int referenceNodeId) : mBroadPhaseAlgorithm(broadPhaseAlgo), mReferenceNodeId(referenceNodeId) { } // Called when a overlapping node has been found during the call to // DynamicAABBTree:reportAllShapesOverlappingWithAABB() virtual void notifyOverlappingNode(int nodeId); }; // Class BroadPhaseRaycastCallback /** * Callback called when the AABB of a leaf node is hit by a ray the * broad-phase Dynamic AABB Tree. */ class BroadPhaseRaycastCallback : public DynamicAABBTreeRaycastCallback { private : const DynamicAABBTree& mDynamicAABBTree; unsigned short mRaycastWithCategoryMaskBits; RaycastTest& mRaycastTest; public: // Constructor BroadPhaseRaycastCallback(const DynamicAABBTree& dynamicAABBTree, unsigned short raycastWithCategoryMaskBits, RaycastTest& raycastTest) : mDynamicAABBTree(dynamicAABBTree), mRaycastWithCategoryMaskBits(raycastWithCategoryMaskBits), mRaycastTest(raycastTest) { } // Called for a broad-phase shape that has to be tested for raycast virtual decimal raycastBroadPhaseShape(int32 nodeId, const Ray& ray); }; // Class BroadPhaseAlgorithm /** * This class represents the broad-phase collision detection. The * goal of the broad-phase collision detection is to compute the pairs of proxy shapes * that have their AABBs overlapping. Only those pairs of bodies will be tested * later for collision during the narrow-phase collision detection. A dynamic AABB * tree data structure is used for fast broad-phase collision detection. */ class BroadPhaseAlgorithm { protected : // -------------------- Attributes -------------------- // /// Dynamic AABB tree DynamicAABBTree mDynamicAABBTree; /// Array with the broad-phase IDs of all collision shapes that have moved (or have been /// created) during the last simulation step. Those are the shapes that need to be tested /// for overlapping in the next simulation step. int* mMovedShapes; /// Number of collision shapes in the array of shapes that have moved during the last /// simulation step. uint mNbMovedShapes; /// Number of allocated elements for the array of shapes that have moved during the last /// simulation step. uint mNbAllocatedMovedShapes; /// Number of non-used elements in the array of shapes that have moved during the last /// simulation step. uint mNbNonUsedMovedShapes; /// Temporary array of potential overlapping pairs (with potential duplicates) BroadPhasePair* mPotentialPairs; /// Number of potential overlapping pairs uint mNbPotentialPairs; /// Number of allocated elements for the array of potential overlapping pairs uint mNbAllocatedPotentialPairs; /// Reference to the collision detection object CollisionDetection& mCollisionDetection; // -------------------- Methods -------------------- // /// Private copy-constructor BroadPhaseAlgorithm(const BroadPhaseAlgorithm& algorithm); /// Private assignment operator BroadPhaseAlgorithm& operator=(const BroadPhaseAlgorithm& algorithm); public : // -------------------- Methods -------------------- // /// Constructor BroadPhaseAlgorithm(CollisionDetection& collisionDetection); /// Destructor ~BroadPhaseAlgorithm(); /// Add a proxy collision shape into the broad-phase collision detection void addProxyCollisionShape(ProxyShape* proxyShape, const AABB& aabb); /// Remove a proxy collision shape from the broad-phase collision detection void removeProxyCollisionShape(ProxyShape* proxyShape); /// Notify the broad-phase that a collision shape has moved and need to be updated void updateProxyCollisionShape(ProxyShape* proxyShape, const AABB& aabb, const Vector3& displacement, bool forceReinsert = false); /// Add a collision shape in the array of shapes that have moved in the last simulation step /// and that need to be tested again for broad-phase overlapping. void addMovedCollisionShape(int broadPhaseID); /// Remove a collision shape from the array of shapes that have moved in the last simulation /// step and that need to be tested again for broad-phase overlapping. void removeMovedCollisionShape(int broadPhaseID); /// Notify the broad-phase about a potential overlapping pair in the dynamic AABB tree void notifyOverlappingNodes(int broadPhaseId1, int broadPhaseId2); /// Compute all the overlapping pairs of collision shapes void computeOverlappingPairs(); /// Return true if the two broad-phase collision shapes are overlapping bool testOverlappingShapes(const ProxyShape* shape1, const ProxyShape* shape2) const; /// Ray casting method void raycast(const Ray& ray, RaycastTest& raycastTest, unsigned short raycastWithCategoryMaskBits) const; }; // Method used to compare two pairs for sorting algorithm inline bool BroadPhasePair::smallerThan(const BroadPhasePair& pair1, const BroadPhasePair& pair2) { if (pair1.collisionShape1ID < pair2.collisionShape1ID) return true; if (pair1.collisionShape1ID == pair2.collisionShape1ID) { return pair1.collisionShape2ID < pair2.collisionShape2ID; } return false; } // Return true if the two broad-phase collision shapes are overlapping inline bool BroadPhaseAlgorithm::testOverlappingShapes(const ProxyShape* shape1, const ProxyShape* shape2) const { // Get the two AABBs of the collision shapes const AABB& aabb1 = mDynamicAABBTree.getFatAABB(shape1->mBroadPhaseID); const AABB& aabb2 = mDynamicAABBTree.getFatAABB(shape2->mBroadPhaseID); // Check if the two AABBs are overlapping return aabb1.testCollision(aabb2); } // Ray casting method inline void BroadPhaseAlgorithm::raycast(const Ray& ray, RaycastTest& raycastTest, unsigned short raycastWithCategoryMaskBits) const { PROFILE("BroadPhaseAlgorithm::raycast()"); BroadPhaseRaycastCallback broadPhaseRaycastCallback(mDynamicAABBTree, raycastWithCategoryMaskBits, raycastTest); mDynamicAABBTree.raycast(ray, broadPhaseRaycastCallback); } } #endif