reactphysics3d/src/collision/narrowphase/SphereVsSphereNarrowPhaseInfoBatch.cpp

102 lines
5.1 KiB
C++

/********************************************************************************
* 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 "SphereVsSphereNarrowPhaseInfoBatch.h"
#include "collision/shapes/SphereShape.h"
using namespace reactphysics3d;
// Constructor
SphereVsSphereNarrowPhaseInfoBatch::SphereVsSphereNarrowPhaseInfoBatch(MemoryAllocator& allocator, OverlappingPairs& overlappingPairs)
: NarrowPhaseInfoBatch(allocator, overlappingPairs), sphere1Radiuses(allocator), sphere2Radiuses(allocator) {
}
// Add shapes to be tested during narrow-phase collision detection into the batch
void SphereVsSphereNarrowPhaseInfoBatch::addNarrowPhaseInfo(uint64 pairId, Entity proxyShape1, Entity proxyShape2, CollisionShape* shape1, CollisionShape* shape2,
const Transform& shape1Transform, const Transform& shape2Transform) {
assert(shape1->getType() == CollisionShapeType::SPHERE);
assert(shape2->getType() == CollisionShapeType::SPHERE);
const SphereShape* sphere1 = static_cast<const SphereShape*>(shape1);
const SphereShape* sphere2 = static_cast<const SphereShape*>(shape2);
sphere1Radiuses.add(sphere1->getRadius());
sphere2Radiuses.add(sphere2->getRadius());
proxyShapeEntities1.add(proxyShape1);
proxyShapeEntities2.add(proxyShape2);
shape1ToWorldTransforms.add(shape1Transform);
shape2ToWorldTransforms.add(shape2Transform);
overlappingPairIds.add(pairId);
contactPoints.add(List<ContactPointInfo*>(mMemoryAllocator));
isColliding.add(false);
// Add a collision info for the two collision shapes into the overlapping pair (if not present yet)
LastFrameCollisionInfo* lastFrameInfo = mOverlappingPairs.addLastFrameInfoIfNecessary(pairId, shape1->getId(), shape2->getId());
lastFrameCollisionInfos.add(lastFrameInfo);
}
// Initialize the containers using cached capacity
void SphereVsSphereNarrowPhaseInfoBatch::reserveMemory() {
overlappingPairIds.reserve(mCachedCapacity);
proxyShapeEntities1.reserve(mCachedCapacity);
proxyShapeEntities2.reserve(mCachedCapacity);
shape1ToWorldTransforms.reserve(mCachedCapacity);
shape2ToWorldTransforms.reserve(mCachedCapacity);
lastFrameCollisionInfos.reserve(mCachedCapacity);
isColliding.reserve(mCachedCapacity);
contactPoints.reserve(mCachedCapacity);
sphere1Radiuses.reserve(mCachedCapacity);
sphere2Radiuses.reserve(mCachedCapacity);
}
// Clear all the objects in the batch
void SphereVsSphereNarrowPhaseInfoBatch::clear() {
// 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 = overlappingPairIds.size();
overlappingPairIds.clear(true);
proxyShapeEntities1.clear(true);
proxyShapeEntities2.clear(true);
shape1ToWorldTransforms.clear(true);
shape2ToWorldTransforms.clear(true);
lastFrameCollisionInfos.clear(true);
isColliding.clear(true);
contactPoints.clear(true);
sphere1Radiuses.clear(true);
sphere2Radiuses.clear(true);
}