reactphysics3d/src/collision/narrowphase/NarrowPhaseInfoBatch.cpp
2020-08-30 00:00:47 +02:00

82 lines
4.1 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2020 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 <reactphysics3d/collision/narrowphase/NarrowPhaseInfoBatch.h>
#include <reactphysics3d/collision/ContactPointInfo.h>
#include <reactphysics3d/collision/shapes/TriangleShape.h>
#include <reactphysics3d/engine/OverlappingPairs.h>
#include <iostream>
using namespace reactphysics3d;
// Constructor
NarrowPhaseInfoBatch::NarrowPhaseInfoBatch(OverlappingPairs& overlappingPairs, MemoryAllocator& allocator)
: mMemoryAllocator(allocator), mOverlappingPairs(overlappingPairs), narrowPhaseInfos(allocator){
}
// Destructor
NarrowPhaseInfoBatch::~NarrowPhaseInfoBatch() {
clear();
}
// Initialize the containers using cached capacity
void NarrowPhaseInfoBatch::reserveMemory() {
narrowPhaseInfos.reserve(mCachedCapacity);
}
// Clear all the objects in the batch
void NarrowPhaseInfoBatch::clear() {
for (uint32 i=0; i < narrowPhaseInfos.size(); i++) {
assert(narrowPhaseInfos[i].nbContactPoints == 0);
// TODO OPTI : Better manage this
// Release the memory of the TriangleShape (this memory was allocated in the
// MiddlePhaseTriangleCallback::testTriangle() method)
if (narrowPhaseInfos[i].collisionShape1->getName() == CollisionShapeName::TRIANGLE) {
narrowPhaseInfos[i].collisionShape1->~CollisionShape();
narrowPhaseInfos[i].collisionShapeAllocator->release(narrowPhaseInfos[i].collisionShape1, sizeof(TriangleShape));
}
if (narrowPhaseInfos[i].collisionShape2->getName() == CollisionShapeName::TRIANGLE) {
narrowPhaseInfos[i].collisionShape2->~CollisionShape();
narrowPhaseInfos[i].collisionShapeAllocator->release(narrowPhaseInfos[i].collisionShape2, sizeof(TriangleShape));
}
}
// Note that we clear the following containers and we release their allocated memory. Therefore,
// if the memory allocator is a single frame allocator, the memory is deallocated and will be
// allocated in the next frame at a possibly different location in memory (remember that the
// location of the allocated memory of a single frame allocator might change between two frames)
mCachedCapacity = narrowPhaseInfos.size();
narrowPhaseInfos.clear(true);
}