/******************************************************************************** * 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 "CollisionDetection.h" #include "engine/CollisionWorld.h" #include "collision/OverlapCallback.h" #include "body/Body.h" #include "collision/shapes/BoxShape.h" #include "collision/shapes/ConcaveShape.h" #include "body/RigidBody.h" #include "configuration.h" #include "collision/CollisionCallback.h" #include "collision/MiddlePhaseTriangleCallback.h" #include "collision/OverlapCallback.h" #include "collision/NarrowPhaseInfoBatch.h" #include "collision/ContactManifold.h" #include "utils/Profiler.h" #include "engine/EventListener.h" #include "collision/RaycastInfo.h" #include // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; using namespace std; // Constructor CollisionDetection::CollisionDetection(CollisionWorld* world, MemoryManager& memoryManager) : mMemoryManager(memoryManager), mWorld(world), mNarrowPhaseInfoBatch(mMemoryManager.getPoolAllocator()), mOverlappingPairs(mMemoryManager.getPoolAllocator()), mBroadPhaseAlgorithm(*this), mNoCollisionPairs(mMemoryManager.getPoolAllocator()), mIsCollisionShapesAdded(false) { // Set the default collision dispatch configuration setCollisionDispatch(&mDefaultCollisionDispatch); // Fill-in the collision detection matrix with algorithms fillInCollisionMatrix(); #ifdef IS_PROFILING_ACTIVE mProfiler = nullptr; #endif } // Compute the collision detection void CollisionDetection::computeCollisionDetection() { RP3D_PROFILE("CollisionDetection::computeCollisionDetection()", mProfiler); // Compute the broad-phase collision detection computeBroadPhase(); // Compute the middle-phase collision detection computeMiddlePhase(); // Compute the narrow-phase collision detection computeNarrowPhase(); } // Compute the broad-phase collision detection void CollisionDetection::computeBroadPhase() { RP3D_PROFILE("CollisionDetection::computeBroadPhase()", mProfiler); // If new collision shapes have been added to bodies if (mIsCollisionShapesAdded) { // Ask the broad-phase to recompute the overlapping pairs of collision // shapes. This call can only add new overlapping pairs in the collision // detection. mBroadPhaseAlgorithm.computeOverlappingPairs(mMemoryManager); } } // Compute the middle-phase collision detection void CollisionDetection::computeMiddlePhase() { RP3D_PROFILE("CollisionDetection::computeMiddlePhase()", mProfiler); // For each possible collision pair of bodies for (auto it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); ) { OverlappingPair* pair = it->second; // Make all the contact manifolds and contact points of the pair obsolete pair->makeContactsObsolete(); // Make all the last frame collision info obsolete pair->makeLastFrameCollisionInfosObsolete(); ProxyShape* shape1 = pair->getShape1(); ProxyShape* shape2 = pair->getShape2(); assert(shape1->getBroadPhaseId() != -1); assert(shape2->getBroadPhaseId() != -1); assert(shape1->getBroadPhaseId() != shape2->getBroadPhaseId()); // Check if the two shapes are still overlapping. Otherwise, we destroy the // overlapping pair if (!mBroadPhaseAlgorithm.testOverlappingShapes(shape1, shape2)) { // Destroy the overlapping pair pair->~OverlappingPair(); mWorld->mMemoryManager.release(MemoryManager::AllocationType::Pool, pair, sizeof(OverlappingPair)); it = mOverlappingPairs.remove(it); continue; } else { ++it; } // Check if the collision filtering allows collision between the two shapes if (((shape1->getCollideWithMaskBits() & shape2->getCollisionCategoryBits()) != 0 && (shape1->getCollisionCategoryBits() & shape2->getCollideWithMaskBits()) != 0)) { CollisionBody* const body1 = shape1->getBody(); CollisionBody* const body2 = shape2->getBody(); // Check that at least one body is awake and not static bool isBody1Active = !body1->isSleeping() && body1->getType() != BodyType::STATIC; bool isBody2Active = !body2->isSleeping() && body2->getType() != BodyType::STATIC; if (!isBody1Active && !isBody2Active) continue; // Check if the bodies are in the set of bodies that cannot collide between each other bodyindexpair bodiesIndex = OverlappingPair::computeBodiesIndexPair(body1, body2); if (mNoCollisionPairs.contains(bodiesIndex) > 0) continue; bool isShape1Convex = shape1->getCollisionShape()->isConvex(); bool isShape2Convex = shape2->getCollisionShape()->isConvex(); // If both shapes are convex if (isShape1Convex && isShape2Convex) { // No middle-phase is necessary, simply create a narrow phase info // for the narrow-phase collision detection mNarrowPhaseInfoBatch.addNarrowPhaseInfo(pair, shape1->getCollisionShape(), shape2->getCollisionShape(), shape1->getLocalToWorldTransform(), shape2->getLocalToWorldTransform(), mMemoryManager.getSingleFrameAllocator()); } // Concave vs Convex algorithm else if ((!isShape1Convex && isShape2Convex) || (!isShape2Convex && isShape1Convex)) { computeConvexVsConcaveMiddlePhase(pair, mMemoryManager.getSingleFrameAllocator(), mNarrowPhaseInfoBatch); } // Concave vs Concave shape else { // Not handled continue; } // Remove the obsolete last frame collision infos pair->clearObsoleteLastFrameCollisionInfos(); } } } // Compute the concave vs convex middle-phase algorithm for a given pair of bodies void CollisionDetection::computeConvexVsConcaveMiddlePhase(OverlappingPair* pair, MemoryAllocator& allocator, NarrowPhaseInfoBatch& narrowPhaseInfoBatch) { ProxyShape* shape1 = pair->getShape1(); ProxyShape* shape2 = pair->getShape2(); ProxyShape* convexProxyShape; ProxyShape* concaveProxyShape; const ConvexShape* convexShape; const ConcaveShape* concaveShape; // Collision shape 1 is convex, collision shape 2 is concave if (shape1->getCollisionShape()->isConvex()) { convexProxyShape = shape1; convexShape = static_cast(shape1->getCollisionShape()); concaveProxyShape = shape2; concaveShape = static_cast(shape2->getCollisionShape()); } else { // Collision shape 2 is convex, collision shape 1 is concave convexProxyShape = shape2; convexShape = static_cast(shape2->getCollisionShape()); concaveProxyShape = shape1; concaveShape = static_cast(shape1->getCollisionShape()); } // Set the parameters of the callback object MiddlePhaseTriangleCallback middlePhaseCallback(pair, concaveProxyShape, convexProxyShape, concaveShape, narrowPhaseInfoBatch, allocator); #ifdef IS_PROFILING_ACTIVE // Set the profiler middlePhaseCallback.setProfiler(mProfiler); #endif // Compute the convex shape AABB in the local-space of the convex shape const Transform convexToConcaveTransform = concaveProxyShape->getLocalToWorldTransform().getInverse() * convexProxyShape->getLocalToWorldTransform(); AABB aabb; convexShape->computeAABB(aabb, convexToConcaveTransform); // Call the convex vs triangle callback for each triangle of the concave shape concaveShape->testAllTriangles(middlePhaseCallback, aabb); } // Compute the narrow-phase collision detection void CollisionDetection::computeNarrowPhase() { RP3D_PROFILE("CollisionDetection::computeNarrowPhase()", mProfiler); List collidingBatchIndices(mMemoryManager.getSingleFrameAllocator()); // For each narrow phase info to process for(uint batchIndex=0; batchIndex < mNarrowPhaseInfoBatch.getNbObjects(); batchIndex++) { assert(mNarrowPhaseInfoBatch.contactPoints[batchIndex].size() == 0); // Select the narrow phase algorithm to use according to the two collision shapes const CollisionShapeType shape1Type = mNarrowPhaseInfoBatch.collisionShapes1[batchIndex]->getType(); const CollisionShapeType shape2Type = mNarrowPhaseInfoBatch.collisionShapes2[batchIndex]->getType(); NarrowPhaseAlgorithm* narrowPhaseAlgorithm = selectNarrowPhaseAlgorithm(shape1Type, shape2Type); // If there is no collision algorithm between those two kinds of shapes, skip it if (narrowPhaseAlgorithm != nullptr) { LastFrameCollisionInfo* lastCollisionFrameInfo = mNarrowPhaseInfoBatch.lastFrameCollisionInfos[batchIndex]; // Use the narrow-phase collision detection algorithm to check // if there really is a collision. If a collision occurs, the // notifyContact() callback method will be called. narrowPhaseAlgorithm->testCollision(mNarrowPhaseInfoBatch, batchIndex, 1, true, mMemoryManager.getSingleFrameAllocator()); if (mNarrowPhaseInfoBatch.isColliding[batchIndex]) { lastCollisionFrameInfo->wasColliding = true; collidingBatchIndices.add(batchIndex); } else { lastCollisionFrameInfo->wasColliding = false; } // The previous frame collision info is now valid lastCollisionFrameInfo->isValid = true; } } // Convert the potential contact into actual contacts processAllPotentialContacts(mNarrowPhaseInfoBatch, collidingBatchIndices, mOverlappingPairs); // Add all the contact manifolds (between colliding bodies) to the bodies addAllContactManifoldsToBodies(); // Report contacts to the user reportAllContacts(); // Clear the list of narrow-phase infos mNarrowPhaseInfoBatch.clear(); } // Allow the broadphase to notify the collision detection about an overlapping pair. /// This method is called by the broad-phase collision detection algorithm void CollisionDetection::broadPhaseNotifyOverlappingPair(ProxyShape* shape1, ProxyShape* shape2) { assert(shape1->getBroadPhaseId() != -1); assert(shape2->getBroadPhaseId() != -1); assert(shape1->getBroadPhaseId() != shape2->getBroadPhaseId()); // Check if the collision filtering allows collision between the two shapes if ((shape1->getCollideWithMaskBits() & shape2->getCollisionCategoryBits()) == 0 || (shape1->getCollisionCategoryBits() & shape2->getCollideWithMaskBits()) == 0) return; // Compute the overlapping pair ID Pair pairID = OverlappingPair::computeID(shape1, shape2); // Check if the overlapping pair already exists if (mOverlappingPairs.containsKey(pairID)) return; // Create the overlapping pair and add it into the set of overlapping pairs OverlappingPair* newPair = new (mMemoryManager.allocate(MemoryManager::AllocationType::Pool, sizeof(OverlappingPair))) OverlappingPair(shape1, shape2, mMemoryManager.getPoolAllocator(), mMemoryManager.getSingleFrameAllocator(), mWorld->mConfig); assert(newPair != nullptr); // Add the new overlapping pair mOverlappingPairs.add(Pair, OverlappingPair*>(pairID, newPair)); // Wake up the two bodies shape1->getBody()->setIsSleeping(false); shape2->getBody()->setIsSleeping(false); } // Remove a body from the collision detection void CollisionDetection::removeProxyCollisionShape(ProxyShape* proxyShape) { assert(proxyShape->getBroadPhaseId() != -1); // Remove all the overlapping pairs involving this proxy shape for (auto it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); ) { OverlappingPair* pair = it->second; if (pair->getShape1()->getBroadPhaseId() == proxyShape->getBroadPhaseId()|| pair->getShape2()->getBroadPhaseId() == proxyShape->getBroadPhaseId()) { // TODO : Remove all the contact manifold of the overlapping pair from the contact manifolds list of the two bodies involved // Destroy the overlapping pair pair->~OverlappingPair(); mWorld->mMemoryManager.release(MemoryManager::AllocationType::Pool, pair, sizeof(OverlappingPair)); it = mOverlappingPairs.remove(it); } else { ++it; } } // Remove the body from the broad-phase mBroadPhaseAlgorithm.removeProxyCollisionShape(proxyShape); } void CollisionDetection::addAllContactManifoldsToBodies() { RP3D_PROFILE("CollisionDetection::addAllContactManifoldsToBodies()", mProfiler); // For each overlapping pairs in contact during the narrow-phase for (auto it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); ++it) { // Add all the contact manifolds of the pair into the list of contact manifolds // of the two bodies involved in the contact addContactManifoldToBody(it->second); } } // Ray casting method void CollisionDetection::raycast(RaycastCallback* raycastCallback, const Ray& ray, unsigned short raycastWithCategoryMaskBits) const { RP3D_PROFILE("CollisionDetection::raycast()", mProfiler); 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); } // Add a contact manifold to the linked list of contact manifolds of the two bodies involved // in the corresponding contact void CollisionDetection::addContactManifoldToBody(OverlappingPair* pair) { assert(pair != nullptr); CollisionBody* body1 = pair->getShape1()->getBody(); CollisionBody* body2 = pair->getShape2()->getBody(); const ContactManifoldSet& manifoldSet = pair->getContactManifoldSet(); // For each contact manifold in the set of manifolds in the pair ContactManifold* contactManifold = manifoldSet.getContactManifolds(); while (contactManifold != nullptr) { assert(contactManifold->getNbContactPoints() > 0); // Add the contact manifold at the beginning of the linked // list of contact manifolds of the first body ContactManifoldListElement* listElement1 = new (mMemoryManager.allocate(MemoryManager::AllocationType::Pool, sizeof(ContactManifoldListElement))) ContactManifoldListElement(contactManifold, body1->mContactManifoldsList); body1->mContactManifoldsList = listElement1; // Add the contact manifold at the beginning of the linked // list of the contact manifolds of the second body ContactManifoldListElement* listElement2 = new (mMemoryManager.allocate(MemoryManager::AllocationType::Pool, sizeof(ContactManifoldListElement))) ContactManifoldListElement(contactManifold, body2->mContactManifoldsList); body2->mContactManifoldsList = listElement2; contactManifold = contactManifold->getNext(); } } /// Convert the potential contact into actual contacts void CollisionDetection::processAllPotentialContacts(NarrowPhaseInfoBatch& narrowPhaseInfoBatch, const List& collidingBatchIndex, const OverlappingPairMap& overlappingPairs) { RP3D_PROFILE("CollisionDetection::processAllPotentialContacts()", mProfiler); // For each narrow phase info object for(uint i=0; i < collidingBatchIndex.size(); i++) { uint batchIndex = collidingBatchIndex[i]; assert(narrowPhaseInfoBatch.contactPoints[batchIndex].size() > 0); // Transfer the contact points from the narrow phase info to the overlapping pair narrowPhaseInfoBatch.overlappingPairs[batchIndex]->addPotentialContactPoints(narrowPhaseInfoBatch, batchIndex); // Remove the contacts points from the narrow phase info object. narrowPhaseInfoBatch.resetContactPoints(batchIndex); } // For each overlapping pairs in contact during the narrow-phase for (auto it = overlappingPairs.begin(); it != overlappingPairs.end(); ++it) { OverlappingPair* pair = it->second; // Clear the obsolete contact manifolds and contact points pair->clearObsoleteManifoldsAndContactPoints(); // Reduce the contact manifolds and contact points if there are too many of them pair->reduceContactManifolds(); } } // Report contacts for all the colliding overlapping pairs void CollisionDetection::reportAllContacts() { RP3D_PROFILE("CollisionDetection::reportAllContacts()", mProfiler); // For each overlapping pairs in contact during the narrow-phase for (auto it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); ++it) { OverlappingPair* pair = it->second; // If there is a user callback if (mWorld->mEventListener != nullptr && pair->hasContacts()) { CollisionCallback::CollisionCallbackInfo collisionInfo(pair, mMemoryManager); // Trigger a callback event to report the new contact to the user mWorld->mEventListener->newContact(collisionInfo); } } } // Compute the middle-phase collision detection between two proxy shapes void CollisionDetection::computeMiddlePhaseForProxyShapes(OverlappingPair* pair, NarrowPhaseInfoBatch& outNarrowPhaseInfoBatch) { ProxyShape* shape1 = pair->getShape1(); ProxyShape* shape2 = pair->getShape2(); // ------------------------------------------------------- const bool isShape1Convex = shape1->getCollisionShape()->isConvex(); const bool isShape2Convex = shape2->getCollisionShape()->isConvex(); pair->makeLastFrameCollisionInfosObsolete(); // If both shapes are convex if ((isShape1Convex && isShape2Convex)) { // No middle-phase is necessary, simply create a narrow phase info // for the narrow-phase collision detection outNarrowPhaseInfoBatch.addNarrowPhaseInfo(pair, shape1->getCollisionShape(), shape2->getCollisionShape(), shape1->getLocalToWorldTransform(), shape2->getLocalToWorldTransform(), mMemoryManager.getPoolAllocator()); } // Concave vs Convex algorithm else if ((!isShape1Convex && isShape2Convex) || (!isShape2Convex && isShape1Convex)) { // Run the middle-phase collision detection algorithm to find the triangles of the concave // shape we need to use during the narrow-phase collision detection computeConvexVsConcaveMiddlePhase(pair, mMemoryManager.getPoolAllocator(), outNarrowPhaseInfoBatch); } pair->clearObsoleteLastFrameCollisionInfos(); } // Report all the bodies that overlap with the aabb in parameter void CollisionDetection::testAABBOverlap(const AABB& aabb, OverlapCallback* overlapCallback, unsigned short categoryMaskBits) { assert(overlapCallback != nullptr); Set reportedBodies(mMemoryManager.getPoolAllocator()); // Ask the broad-phase to get all the overlapping shapes LinkedList overlappingNodes(mMemoryManager.getPoolAllocator()); mBroadPhaseAlgorithm.reportAllShapesOverlappingWithAABB(aabb, overlappingNodes); // For each overlaping proxy shape LinkedList::ListElement* element = overlappingNodes.getListHead(); while (element != nullptr) { // Get the overlapping proxy shape int broadPhaseId = element->data; ProxyShape* proxyShape = mBroadPhaseAlgorithm.getProxyShapeForBroadPhaseId(broadPhaseId); CollisionBody* overlapBody = proxyShape->getBody(); // If the proxy shape is from a body that we have not already reported collision if (reportedBodies.find(overlapBody->getId()) == reportedBodies.end()) { // Check if the collision filtering allows collision between the two shapes if ((proxyShape->getCollisionCategoryBits() & categoryMaskBits) != 0) { // Add the body into the set of reported bodies reportedBodies.add(overlapBody->getId()); // Notify the overlap to the user overlapCallback->notifyOverlap(overlapBody); } } // Go to the next overlapping proxy shape element = element->next; } } // Return true if two bodies overlap bool CollisionDetection::testOverlap(CollisionBody* body1, CollisionBody* body2) { NarrowPhaseInfoBatch narrowPhaseInfoBatch(mMemoryManager.getPoolAllocator()); // For each proxy shape proxy shape of the first body ProxyShape* body1ProxyShape = body1->getProxyShapesList(); while (body1ProxyShape != nullptr) { AABB aabb1 = body1ProxyShape->getWorldAABB(); // For each proxy shape of the second body ProxyShape* body2ProxyShape = body2->getProxyShapesList(); while (body2ProxyShape != nullptr) { AABB aabb2 = body2ProxyShape->getWorldAABB(); // Test if the AABBs of the two proxy shapes overlap if (aabb1.testCollision(aabb2)) { // Create a temporary overlapping pair OverlappingPair pair(body1ProxyShape, body2ProxyShape, mMemoryManager.getPoolAllocator(), mMemoryManager.getPoolAllocator(), mWorld->mConfig); // Compute the middle-phase collision detection between the two shapes computeMiddlePhaseForProxyShapes(&pair, narrowPhaseInfoBatch); bool isColliding = false; // For each narrow-phase info object for(uint batchIndex=0; batchIndex < narrowPhaseInfoBatch.getNbObjects(); batchIndex++) { // If we have not found a collision yet if (!isColliding) { const CollisionShapeType shape1Type = narrowPhaseInfoBatch.collisionShapes1[batchIndex]->getType(); const CollisionShapeType shape2Type = narrowPhaseInfoBatch.collisionShapes2[batchIndex]->getType(); // Select the narrow phase algorithm to use according to the two collision shapes NarrowPhaseAlgorithm* narrowPhaseAlgorithm = selectNarrowPhaseAlgorithm(shape1Type, shape2Type); // If there is a collision algorithm for those two kinds of shapes if (narrowPhaseAlgorithm != nullptr) { // Use the narrow-phase collision detection algorithm to check // if there really is a collision. If a collision occurs, the // notifyContact() callback method will be called. narrowPhaseAlgorithm->testCollision(narrowPhaseInfoBatch, batchIndex, 1, false, mMemoryManager.getPoolAllocator()); isColliding |= narrowPhaseInfoBatch.isColliding[batchIndex]; } } } narrowPhaseInfoBatch.clear(); // Return if we have found a narrow-phase collision if (isColliding) return true; } // Go to the next proxy shape body2ProxyShape = body2ProxyShape->getNext(); } // Go to the next proxy shape body1ProxyShape = body1ProxyShape->getNext(); } // No overlap has been found return false; } // Report all the bodies that overlap with the body in parameter void CollisionDetection::testOverlap(CollisionBody* body, OverlapCallback* overlapCallback, unsigned short categoryMaskBits) { assert(overlapCallback != nullptr); Set reportedBodies(mMemoryManager.getPoolAllocator()); NarrowPhaseInfoBatch narrowPhaseInfoBatch(mMemoryManager.getPoolAllocator()); // For each proxy shape proxy shape of the body ProxyShape* bodyProxyShape = body->getProxyShapesList(); while (bodyProxyShape != nullptr) { if (bodyProxyShape->getBroadPhaseId() != -1) { // Get the AABB of the shape const AABB& shapeAABB = mBroadPhaseAlgorithm.getFatAABB(bodyProxyShape->getBroadPhaseId()); // Ask the broad-phase to get all the overlapping shapes LinkedList overlappingNodes(mMemoryManager.getPoolAllocator()); mBroadPhaseAlgorithm.reportAllShapesOverlappingWithAABB(shapeAABB, overlappingNodes); const bodyindex bodyId = body->getId(); // For each overlaping proxy shape LinkedList::ListElement* element = overlappingNodes.getListHead(); while (element != nullptr) { // Get the overlapping proxy shape int broadPhaseId = element->data; ProxyShape* proxyShape = mBroadPhaseAlgorithm.getProxyShapeForBroadPhaseId(broadPhaseId); // If the proxy shape is from a body that we have not already reported collision and the // two proxy collision shapes are not from the same body if (reportedBodies.find(proxyShape->getBody()->getId()) == reportedBodies.end() && proxyShape->getBody()->getId() != bodyId) { // Check if the collision filtering allows collision between the two shapes if ((proxyShape->getCollisionCategoryBits() & categoryMaskBits) != 0) { // Create a temporary overlapping pair OverlappingPair pair(bodyProxyShape, proxyShape, mMemoryManager.getPoolAllocator(), mMemoryManager.getPoolAllocator(), mWorld->mConfig); // Compute the middle-phase collision detection between the two shapes computeMiddlePhaseForProxyShapes(&pair, narrowPhaseInfoBatch); bool isColliding = false; // For each narrow-phase info object for (uint batchIndex=0; batchIndex < narrowPhaseInfoBatch.getNbObjects(); batchIndex++) { // If we have not found a collision yet if (!isColliding) { const CollisionShapeType shape1Type = narrowPhaseInfoBatch.collisionShapes1[batchIndex]->getType(); const CollisionShapeType shape2Type = narrowPhaseInfoBatch.collisionShapes2[batchIndex]->getType(); // Select the narrow phase algorithm to use according to the two collision shapes NarrowPhaseAlgorithm* narrowPhaseAlgorithm = selectNarrowPhaseAlgorithm(shape1Type, shape2Type); // If there is a collision algorithm for those two kinds of shapes if (narrowPhaseAlgorithm != nullptr) { // Use the narrow-phase collision detection algorithm to check // if there really is a collision. If a collision occurs, the // notifyContact() callback method will be called. narrowPhaseAlgorithm->testCollision(narrowPhaseInfoBatch, batchIndex, 1, false, mMemoryManager.getPoolAllocator()); isColliding |= narrowPhaseInfoBatch.isColliding[batchIndex]; } } } narrowPhaseInfoBatch.clear(); // Return if we have found a narrow-phase collision if (isColliding) { CollisionBody* overlapBody = proxyShape->getBody(); // Add the body into the set of reported bodies reportedBodies.add(overlapBody->getId()); // Notify the overlap to the user overlapCallback->notifyOverlap(overlapBody); } } } // Go to the next overlapping proxy shape element = element->next; } } // Go to the next proxy shape bodyProxyShape = bodyProxyShape->getNext(); } } // Test and report collisions between two bodies void CollisionDetection::testCollision(CollisionBody* body1, CollisionBody* body2, CollisionCallback* collisionCallback) { assert(collisionCallback != nullptr); List collidingNarrowPhaseInfos(mMemoryManager.getPoolAllocator()); NarrowPhaseInfoBatch narrowPhaseInfoBatch(mMemoryManager.getPoolAllocator()); OverlappingPairMap overlappingPairs(mMemoryManager.getPoolAllocator()); // For each proxy shape proxy shape of the first body ProxyShape* body1ProxyShape = body1->getProxyShapesList(); while (body1ProxyShape != nullptr) { AABB aabb1 = body1ProxyShape->getWorldAABB(); // For each proxy shape of the second body ProxyShape* body2ProxyShape = body2->getProxyShapesList(); while (body2ProxyShape != nullptr) { AABB aabb2 = body2ProxyShape->getWorldAABB(); // Test if the AABBs of the two proxy shapes overlap if (aabb1.testCollision(aabb2)) { OverlappingPair* pair; const Pair pairID = OverlappingPair::computeID(body1ProxyShape, body2ProxyShape); // Try to retrieve a corresponding copy of the overlapping pair (if it exists) auto itPair = overlappingPairs.find(pairID); // If a copy of the overlapping pair does not exist yet if (itPair == overlappingPairs.end()) { // Create a temporary copy of the overlapping pair pair = new (mMemoryManager.allocate(MemoryManager::AllocationType::Pool, sizeof(OverlappingPair))) OverlappingPair(body1ProxyShape, body2ProxyShape, mMemoryManager.getPoolAllocator(), mMemoryManager.getPoolAllocator(), mWorld->mConfig); overlappingPairs.add(Pair, OverlappingPair*>(pairID, pair)); } else { // If a temporary copy of this overlapping pair already exists // Retrieve the existing copy of the overlapping pair pair = itPair->second; } // Compute the middle-phase collision detection between the two shapes computeMiddlePhaseForProxyShapes(pair, narrowPhaseInfoBatch); } // Go to the next proxy shape body2ProxyShape = body2ProxyShape->getNext(); } // Go to the next proxy shape body1ProxyShape = body1ProxyShape->getNext(); } // For each narrow-phase info object for (uint batchIndex=0; batchIndex < narrowPhaseInfoBatch.getNbObjects(); batchIndex++) { const CollisionShapeType shape1Type = narrowPhaseInfoBatch.collisionShapes1[batchIndex]->getType(); const CollisionShapeType shape2Type = narrowPhaseInfoBatch.collisionShapes2[batchIndex]->getType(); // Select the narrow phase algorithm to use according to the two collision shapes NarrowPhaseAlgorithm* narrowPhaseAlgorithm = selectNarrowPhaseAlgorithm(shape1Type, shape2Type); // If there is a collision algorithm for those two kinds of shapes if (narrowPhaseAlgorithm != nullptr) { // Use the narrow-phase collision detection algorithm to check // if there really is a collision. If a collision occurs, the // notifyContact() callback method will be called. narrowPhaseAlgorithm->testCollision(narrowPhaseInfoBatch, batchIndex, 1, true, mMemoryManager.getPoolAllocator()); if (narrowPhaseInfoBatch.isColliding[batchIndex]) { collidingNarrowPhaseInfos.add(batchIndex); } } } // Process the potential contacts processAllPotentialContacts(narrowPhaseInfoBatch, collidingNarrowPhaseInfos, overlappingPairs); // For each overlapping pair for (auto it = overlappingPairs.begin(); it != overlappingPairs.end(); ++it) { OverlappingPair* pair = it->second; if (pair->hasContacts()) { // Report the contacts to the user CollisionCallback::CollisionCallbackInfo collisionInfo(pair, mMemoryManager); collisionCallback->notifyContact(collisionInfo); } // Destroy the temporary overlapping pair pair->~OverlappingPair(); mMemoryManager.release(MemoryManager::AllocationType::Pool, pair, sizeof(OverlappingPair)); } } // Test and report collisions between a body and all the others bodies of the world void CollisionDetection::testCollision(CollisionBody* body, CollisionCallback* callback, unsigned short categoryMaskBits) { assert(callback != nullptr); List collidingBatchIndices(mMemoryManager.getPoolAllocator()); NarrowPhaseInfoBatch narrowPhaseInfoBatch(mMemoryManager.getPoolAllocator()); OverlappingPairMap overlappingPairs(mMemoryManager.getPoolAllocator()); // For each proxy shape proxy shape of the body ProxyShape* bodyProxyShape = body->getProxyShapesList(); while (bodyProxyShape != nullptr) { if (bodyProxyShape->getBroadPhaseId() != -1) { // Get the AABB of the shape const AABB& shapeAABB = mBroadPhaseAlgorithm.getFatAABB(bodyProxyShape->getBroadPhaseId()); // Ask the broad-phase to get all the overlapping shapes LinkedList overlappingNodes(mMemoryManager.getPoolAllocator()); mBroadPhaseAlgorithm.reportAllShapesOverlappingWithAABB(shapeAABB, overlappingNodes); const bodyindex bodyId = body->getId(); // For each overlaping proxy shape LinkedList::ListElement* element = overlappingNodes.getListHead(); while (element != nullptr) { // Get the overlapping proxy shape int broadPhaseId = element->data; ProxyShape* proxyShape = mBroadPhaseAlgorithm.getProxyShapeForBroadPhaseId(broadPhaseId); // If the two proxy collision shapes are not from the same body if (proxyShape->getBody()->getId() != bodyId) { // Check if the collision filtering allows collision between the two shapes if ((proxyShape->getCollisionCategoryBits() & categoryMaskBits) != 0) { OverlappingPair* pair; const Pair pairID = OverlappingPair::computeID(bodyProxyShape, proxyShape); // Try to retrieve a corresponding copy of the overlapping pair (if it exists) auto itPair = overlappingPairs.find(pairID); // If a copy of the overlapping pair does not exist yet if (itPair == overlappingPairs.end()) { // Create a temporary overlapping pair pair = new (mMemoryManager.allocate(MemoryManager::AllocationType::Pool, sizeof(OverlappingPair))) OverlappingPair(bodyProxyShape, proxyShape, mMemoryManager.getPoolAllocator(), mMemoryManager.getPoolAllocator(), mWorld->mConfig); overlappingPairs.add(Pair, OverlappingPair*>(pairID, pair)); } else { // If a temporary copy of this overlapping pair already exists // Retrieve the existing copy of the overlapping pair pair = itPair->second; } // Compute the middle-phase collision detection between the two shapes computeMiddlePhaseForProxyShapes(pair, narrowPhaseInfoBatch); } } // Go to the next overlapping proxy shape element = element->next; } // Go to the next proxy shape bodyProxyShape = bodyProxyShape->getNext(); } } // For each narrow-phase info object for (uint batchIndex = 0; batchIndex < narrowPhaseInfoBatch.getNbObjects(); batchIndex++) { const CollisionShapeType shape1Type = narrowPhaseInfoBatch.collisionShapes1[batchIndex]->getType(); const CollisionShapeType shape2Type = narrowPhaseInfoBatch.collisionShapes2[batchIndex]->getType(); // Select the narrow phase algorithm to use according to the two collision shapes NarrowPhaseAlgorithm* narrowPhaseAlgorithm = selectNarrowPhaseAlgorithm(shape1Type, shape2Type); // If there is a collision algorithm for those two kinds of shapes if (narrowPhaseAlgorithm != nullptr) { // Use the narrow-phase collision detection algorithm to check // if there really is a collision. If a collision occurs, the // notifyContact() callback method will be called. narrowPhaseAlgorithm->testCollision(narrowPhaseInfoBatch, batchIndex, 1, true, mMemoryManager.getPoolAllocator()); if (narrowPhaseInfoBatch.isColliding[batchIndex]) { collidingBatchIndices.add(batchIndex); } } } // Process the potential contacts processAllPotentialContacts(narrowPhaseInfoBatch, collidingBatchIndices, overlappingPairs); // For each overlapping pair for (auto it = overlappingPairs.begin(); it != overlappingPairs.end(); ++it) { OverlappingPair* pair = it->second; if (pair->hasContacts()) { // Report the contacts to the user CollisionCallback::CollisionCallbackInfo collisionInfo(pair, mMemoryManager); callback->notifyContact(collisionInfo); } // Destroy the temporary overlapping pair pair->~OverlappingPair(); mMemoryManager.release(MemoryManager::AllocationType::Pool, pair, sizeof(OverlappingPair)); } } // Test and report collisions between all shapes of the world void CollisionDetection::testCollision(CollisionCallback* callback) { assert(callback != nullptr); // Compute the broad-phase collision detection computeBroadPhase(); List collidingBatchIndices(mMemoryManager.getPoolAllocator()); NarrowPhaseInfoBatch narrowPhaseInfoBatch(mMemoryManager.getPoolAllocator()); OverlappingPairMap overlappingPairs(mMemoryManager.getPoolAllocator()); // For each possible collision pair of bodies for (auto it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); ++it) { OverlappingPair* originalPair = it->second; OverlappingPair* pair; const Pair pairID = OverlappingPair::computeID(originalPair->getShape1(), originalPair->getShape2()); // Try to retrieve a corresponding copy of the overlapping pair (if it exists) auto itPair = overlappingPairs.find(pairID); // If a copy of the overlapping pair does not exist yet if (itPair == overlappingPairs.end()) { // Create a temporary overlapping pair pair = new (mMemoryManager.allocate(MemoryManager::AllocationType::Pool, sizeof(OverlappingPair))) OverlappingPair(originalPair->getShape1(), originalPair->getShape2(), mMemoryManager.getPoolAllocator(), mMemoryManager.getPoolAllocator(), mWorld->mConfig); overlappingPairs.add(Pair, OverlappingPair*>(pairID, pair)); } else { // If a temporary copy of this overlapping pair already exists // Retrieve the existing copy of the overlapping pair pair = itPair->second; } ProxyShape* shape1 = pair->getShape1(); ProxyShape* shape2 = pair->getShape2(); // Check if the collision filtering allows collision between the two shapes and // that the two shapes are still overlapping. if (((shape1->getCollideWithMaskBits() & shape2->getCollisionCategoryBits()) != 0 && (shape1->getCollisionCategoryBits() & shape2->getCollideWithMaskBits()) != 0) && mBroadPhaseAlgorithm.testOverlappingShapes(shape1, shape2)) { // Compute the middle-phase collision detection between the two shapes computeMiddlePhaseForProxyShapes(pair, narrowPhaseInfoBatch); } } // For each narrow-phase info object for (uint batchIndex=0; batchIndex < narrowPhaseInfoBatch.getNbObjects(); batchIndex++) { const CollisionShapeType shape1Type = narrowPhaseInfoBatch.collisionShapes1[batchIndex]->getType(); const CollisionShapeType shape2Type = narrowPhaseInfoBatch.collisionShapes2[batchIndex]->getType(); // Select the narrow phase algorithm to use according to the two collision shapes NarrowPhaseAlgorithm* narrowPhaseAlgorithm = selectNarrowPhaseAlgorithm(shape1Type, shape2Type); // If there is a collision algorithm for those two kinds of shapes if (narrowPhaseAlgorithm != nullptr) { // Use the narrow-phase collision detection algorithm to check // if there really is a collision. If a collision occurs, the // notifyContact() callback method will be called. narrowPhaseAlgorithm->testCollision(narrowPhaseInfoBatch, batchIndex, 1, true, mMemoryManager.getPoolAllocator()); if (narrowPhaseInfoBatch.isColliding[batchIndex]) { collidingBatchIndices.add(batchIndex); } } } // Process the potential contacts processAllPotentialContacts(narrowPhaseInfoBatch, collidingBatchIndices, overlappingPairs); // For each overlapping pair for (auto it = overlappingPairs.begin(); it != overlappingPairs.end(); ++it) { OverlappingPair* pair = it->second; if (pair->hasContacts()) { // Report the contacts to the user CollisionCallback::CollisionCallbackInfo collisionInfo(pair, mMemoryManager); callback->notifyContact(collisionInfo); } // Destroy the temporary overlapping pair pair->~OverlappingPair(); mMemoryManager.release(MemoryManager::AllocationType::Pool, pair, sizeof(OverlappingPair)); } } // Fill-in the collision detection matrix void CollisionDetection::fillInCollisionMatrix() { // For each possible type of collision shape for (int i=0; iselectAlgorithm(i, j); } } } // Return the world event listener EventListener* CollisionDetection::getWorldEventListener() { return mWorld->mEventListener; } // Return the world-space AABB of a given proxy shape const AABB CollisionDetection::getWorldAABB(const ProxyShape* proxyShape) const { assert(proxyShape->getBroadPhaseId() > -1); return mBroadPhaseAlgorithm.getFatAABB(proxyShape->getBroadPhaseId()); }