/******************************************************************************** * 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/CollisionBody.h" #include "broadphase/BroadPhaseAlgorithm.h" #include "BroadPhasePair.h" #include "../memory/MemoryPool.h" #include "narrowphase/GJK/GJKAlgorithm.h" #include "narrowphase/SphereVsSphereAlgorithm.h" #include "ContactInfo.h" #include #include #include #include #include // TODO : Delete this // ReactPhysics3D namespace namespace reactphysics3d { // Declarations class BroadPhaseAlgorithm; class CollisionWorld; /* ------------------------------------------------------------------- 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 : CollisionWorld* world; // Pointer to the physics world std::map overlappingPairs; // Broad-phase overlapping pairs of bodies BroadPhaseAlgorithm* broadPhaseAlgorithm; // Broad-phase algorithm GJKAlgorithm narrowPhaseGJKAlgorithm; // Narrow-phase GJK algorithm SphereVsSphereAlgorithm narrowPhaseSphereVsSphereAlgorithm; // Narrow-phase Sphere vs Sphere algorithm MemoryPool memoryPoolContactInfos; // Memory pool for the contact info 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(CollisionShape* collisionShape1, CollisionShape* collisionShape2); // Select the narrow phase algorithm to use given two collision shapes public : CollisionDetection(CollisionWorld* world); // Constructor ~CollisionDetection(); // Destructor void addBody(CollisionBody* body); // Add a body to the collision detection void removeBody(CollisionBody* body); // Remove a body from the collision detection bool computeCollisionDetection(); // Compute the collision detection void broadPhaseNotifyAddedOverlappingPair(BodyPair* pair); // Allow the broadphase to notify the collision detection about a new overlapping pair void broadPhaseNotifyRemovedOverlappingPair(BodyPair* pair); // Allow the broadphase to notify the collision detection about a removed overlapping pair }; // Select the narrow-phase collision algorithm to use given two collision shapes inline NarrowPhaseAlgorithm& CollisionDetection::SelectNarrowPhaseAlgorithm(CollisionShape* collisionShape1, CollisionShape* collisionShape2) { // Sphere vs Sphere algorithm if (collisionShape1->getType() == SPHERE && collisionShape2->getType() == SPHERE) { return narrowPhaseSphereVsSphereAlgorithm; } else { // GJK algorithm return narrowPhaseGJKAlgorithm; } } // Add a body to the collision detection inline void CollisionDetection::addBody(CollisionBody* body) { // Add the body to the broad-phase broadPhaseAlgorithm->addObject(body, *(body->getAABB())); } // Remove a body from the collision detection inline void CollisionDetection::removeBody(CollisionBody* body) { // Remove the body from the broad-phase broadPhaseAlgorithm->removeObject(body); } } // End of the ReactPhysics3D namespace #endif