115 lines
4.9 KiB
C++
115 lines
4.9 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_BROAD_PHASE_ALGORITHM_H
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#define REACTPHYSICS3D_BROAD_PHASE_ALGORITHM_H
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// Libraries
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#include <vector>
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#include "../../body/CollisionBody.h"
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#include "PairManager.h"
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#include "DynamicAABBTree.h"
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/// Namespace ReactPhysics3D
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namespace reactphysics3d {
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// Declarations
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class CollisionDetection;
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// Class BroadPhaseAlgorithm
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/**
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* This class represents an algorithm the broad-phase collision detection. The
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* goal of the broad-phase collision detection is to compute the pair of bodies
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* that can collide. But it's important to understand that the
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* broad-phase doesn't compute only body pairs that can collide but
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* could also pairs of body that doesn't collide but are very close.
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* The goal of the broad-phase is to remove pairs of body that cannot
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* collide in order to avoid to much bodies to be tested in the
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* narrow-phase.
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*/
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class BroadPhaseAlgorithm {
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protected :
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// -------------------- Attributes -------------------- //
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/// Dynamic AABB tree
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DynamicAABBTree mDynamicAABBTree;
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/// Pair manager containing the overlapping pairs
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PairManager mPairManager;
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/// Reference to the collision detection object
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CollisionDetection& mCollisionDetection;
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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BroadPhaseAlgorithm(const BroadPhaseAlgorithm& algorithm);
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/// Private assignment operator
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BroadPhaseAlgorithm& operator=(const BroadPhaseAlgorithm& algorithm);
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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BroadPhaseAlgorithm(CollisionDetection& collisionDetection);
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/// Destructor
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virtual ~BroadPhaseAlgorithm();
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/// Notify the broad-phase about a new object in the world
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virtual void addObject(CollisionBody* body, const AABB& aabb)=0;
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/// Notify the broad-phase about an object that has been removed from the world
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virtual void removeObject(CollisionBody* body)=0;
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/// Notify the broad-phase that the AABB of an object has changed
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virtual void updateObject(CollisionBody* body, const AABB& aabb)=0;
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/// Return a pointer to the first active pair (used to iterate over the active pairs)
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BodyPair* beginOverlappingPairsPointer() const;
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/// Return a pointer to the last active pair (used to iterate over the active pairs)
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BodyPair* endOverlappingPairsPointer() const;
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};
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// Return a pointer to the first active pair (used to iterate over the overlapping pairs)
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inline BodyPair* BroadPhaseAlgorithm::beginOverlappingPairsPointer() const {
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return mPairManager.beginOverlappingPairsPointer();
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}
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// Return a pointer to the last active pair (used to iterate over the overlapping pairs)
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inline BodyPair* BroadPhaseAlgorithm::endOverlappingPairsPointer() const {
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return mPairManager.endOverlappingPairsPointer();
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}
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}
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#endif
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