reactphysics3d/src/collision/broadphase/BroadPhaseAlgorithm.h
2014-03-16 20:59:10 +01:00

115 lines
4.9 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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 <vector>
#include "../../body/CollisionBody.h"
#include "PairManager.h"
#include "DynamicAABBTree.h"
/// Namespace ReactPhysics3D
namespace reactphysics3d {
// Declarations
class CollisionDetection;
// Class BroadPhaseAlgorithm
/**
* This class represents an algorithm the broad-phase collision detection. The
* goal of the broad-phase collision detection is to compute the pair of bodies
* that can collide. But it's important to understand that the
* broad-phase doesn't compute only body pairs that can collide but
* could also pairs of body that doesn't collide but are very close.
* The goal of the broad-phase is to remove pairs of body that cannot
* collide in order to avoid to much bodies to be tested in the
* narrow-phase.
*/
class BroadPhaseAlgorithm {
protected :
// -------------------- Attributes -------------------- //
/// Dynamic AABB tree
DynamicAABBTree mDynamicAABBTree;
/// Pair manager containing the overlapping pairs
PairManager mPairManager;
/// 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
virtual ~BroadPhaseAlgorithm();
/// Notify the broad-phase about a new object in the world
virtual void addObject(CollisionBody* body, const AABB& aabb)=0;
/// Notify the broad-phase about an object that has been removed from the world
virtual void removeObject(CollisionBody* body)=0;
/// Notify the broad-phase that the AABB of an object has changed
virtual void updateObject(CollisionBody* body, const AABB& aabb)=0;
/// Return a pointer to the first active pair (used to iterate over the active pairs)
BodyPair* beginOverlappingPairsPointer() const;
/// Return a pointer to the last active pair (used to iterate over the active pairs)
BodyPair* endOverlappingPairsPointer() const;
};
// Return a pointer to the first active pair (used to iterate over the overlapping pairs)
inline BodyPair* BroadPhaseAlgorithm::beginOverlappingPairsPointer() const {
return mPairManager.beginOverlappingPairsPointer();
}
// Return a pointer to the last active pair (used to iterate over the overlapping pairs)
inline BodyPair* BroadPhaseAlgorithm::endOverlappingPairsPointer() const {
return mPairManager.endOverlappingPairsPointer();
}
}
#endif