reactphysics3d/src/collision/CollisionDetection.h
2013-04-24 19:24:28 +02:00

156 lines
6.0 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_COLLISION_DETECTION_H
#define REACTPHYSICS3D_COLLISION_DETECTION_H
// Libraries
#include "../body/CollisionBody.h"
#include "broadphase/BroadPhaseAlgorithm.h"
#include "BroadPhasePair.h"
#include "narrowphase/GJK/GJKAlgorithm.h"
#include "narrowphase/SphereVsSphereAlgorithm.h"
#include "../memory/MemoryAllocator.h"
#include "../constraint/ContactPoint.h"
#include <vector>
#include <map>
#include <set>
#include <utility>
#include <iostream> // 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 :
// -------------------- Attributes -------------------- //
/// Pointer to the physics world
CollisionWorld* mWorld;
/// Memory allocator
MemoryAllocator& mMemoryAllocator;
/// Broad-phase overlapping pairs
std::map<bodyindexpair, BroadPhasePair*> mOverlappingPairs;
/// Broad-phase algorithm
BroadPhaseAlgorithm* mBroadPhaseAlgorithm;
/// Narrow-phase GJK algorithm
GJKAlgorithm mNarrowPhaseGJKAlgorithm;
/// Narrow-phase Sphere vs Sphere algorithm
SphereVsSphereAlgorithm mNarrowPhaseSphereVsSphereAlgorithm;
// -------------------- Methods -------------------- //
/// Private copy-constructor
CollisionDetection(const CollisionDetection& collisionDetection);
/// Private assignment operator
CollisionDetection& operator=(const CollisionDetection& collisionDetection);
/// Compute the broad-phase collision detection
void computeBroadPhase();
/// Compute the narrow-phase collision detection
void computeNarrowPhase();
/// Select the narrow phase algorithm to use given two collision shapes
NarrowPhaseAlgorithm& SelectNarrowPhaseAlgorithm(CollisionShape* collisionShape1,
CollisionShape* collisionShape2);
public :
// -------------------- Methods -------------------- //
/// Constructor
CollisionDetection(CollisionWorld* world, MemoryAllocator& memoryAllocator);
/// Destructor
~CollisionDetection();
/// Add a body to the collision detection
void addBody(CollisionBody* body);
/// Remove a body from the collision detection
void removeBody(CollisionBody* body);
/// Compute the collision detection
void computeCollisionDetection();
/// Allow the broadphase to notify the collision detection about a new overlapping pair.
void broadPhaseNotifyAddedOverlappingPair(BodyPair* pair);
/// Allow the broadphase to notify the collision detection about a removed overlapping pair
void broadPhaseNotifyRemovedOverlappingPair(BodyPair* 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 mNarrowPhaseSphereVsSphereAlgorithm;
}
else { // GJK algorithm
return mNarrowPhaseGJKAlgorithm;
}
}
// Add a body to the collision detection
inline void CollisionDetection::addBody(CollisionBody* body) {
// Add the body to the broad-phase
mBroadPhaseAlgorithm->addObject(body, body->getAABB());
}
// Remove a body from the collision detection
inline void CollisionDetection::removeBody(CollisionBody* body) {
// Remove the body from the broad-phase
mBroadPhaseAlgorithm->removeObject(body);
}
}
#endif