reactphysics3d/src/engine/CollisionWorld.cpp
2019-03-26 22:57:38 +01:00

324 lines
12 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 "CollisionWorld.h"
#include "utils/Profiler.h"
#include "utils/Logger.h"
// Namespaces
using namespace reactphysics3d;
using namespace std;
// Initialization of static fields
uint CollisionWorld::mNbWorlds = 0;
// Constructor
CollisionWorld::CollisionWorld(const WorldSettings& worldSettings, Logger* logger, Profiler* profiler)
: mConfig(worldSettings), mEntityManager(mMemoryManager.getPoolAllocator()),
mBodyComponents(mMemoryManager.getBaseAllocator()), mTransformComponents(mMemoryManager.getBaseAllocator()),
mProxyShapesComponents(mMemoryManager.getBaseAllocator()), mDynamicsComponents(mMemoryManager.getBaseAllocator()),
mCollisionDetection(this, mProxyShapesComponents, mTransformComponents, mDynamicsComponents, mMemoryManager),
mBodies(mMemoryManager.getPoolAllocator()), mCurrentBodyId(0), mFreeBodiesIds(mMemoryManager.getPoolAllocator()),
mEventListener(nullptr), mName(worldSettings.worldName),
mIsProfilerCreatedByUser(profiler != nullptr),
mIsLoggerCreatedByUser(logger != nullptr) {
// Automatically generate a name for the world
if (mName == "") {
std::stringstream ss;
ss << "world";
if (mNbWorlds > 0) {
ss << mNbWorlds;
}
mName = ss.str();
}
#ifdef IS_PROFILING_ACTIVE
mProfiler = profiler;
// If the user has not provided its own profiler, we create one
if (mProfiler == nullptr) {
mProfiler = new Profiler();
// Add a destination file for the profiling data
mProfiler->addFileDestination("rp3d_profiling_" + mName + ".txt", Profiler::Format::Text);
}
// Set the profiler
mCollisionDetection.setProfiler(mProfiler);
#endif
#ifdef IS_LOGGING_ACTIVE
mLogger = logger;
// If the user has not provided its own logger, we create one
if (mLogger == nullptr) {
mLogger = new Logger();
// Add a log destination file
uint logLevel = static_cast<uint>(Logger::Level::Information) | static_cast<uint>(Logger::Level::Warning) |
static_cast<uint>(Logger::Level::Error);
mLogger->addFileDestination("rp3d_log_" + mName + ".html", logLevel, Logger::Format::HTML);
}
#endif
mNbWorlds++;
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::World,
"Collision World: Collision world " + mName + " has been created");
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::World,
"Collision World: Initial world settings: " + worldSettings.to_string());
}
// Destructor
CollisionWorld::~CollisionWorld() {
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::World,
"Collision World: Collision world " + mName + " has been destroyed");
// Destroy all the collision bodies that have not been removed
for (int i=mBodies.size() - 1 ; i >= 0; i--) {
destroyCollisionBody(mBodies[i]);
}
#ifdef IS_PROFILING_ACTIVE
/// Delete the profiler
if (!mIsProfilerCreatedByUser) {
delete mProfiler;
}
#endif
#ifdef IS_LOGGING_ACTIVE
/// Delete the logger
if (!mIsLoggerCreatedByUser) {
delete mLogger;
}
#endif
assert(mBodies.size() == 0);
assert(mBodyComponents.getNbComponents() == 0);
assert(mTransformComponents.getNbComponents() == 0);
assert(mProxyShapesComponents.getNbComponents() == 0);
}
// Create a collision body and add it to the world
/**
* @param transform Transformation mapping the local-space of the body to world-space
* @return A pointer to the body that has been created in the world
*/
CollisionBody* CollisionWorld::createCollisionBody(const Transform& transform) {
// Create a new entity for the body
Entity entity = mEntityManager.createEntity();
// Get the next available body ID
bodyindex bodyID = computeNextAvailableBodyId();
// Largest index cannot be used (it is used for invalid index)
assert(bodyID < std::numeric_limits<reactphysics3d::bodyindex>::max());
mTransformComponents.addComponent(entity, false, TransformComponents::TransformComponent(transform));
// Create the collision body
CollisionBody* collisionBody = new (mMemoryManager.allocate(MemoryManager::AllocationType::Pool,
sizeof(CollisionBody)))
CollisionBody(*this, entity, bodyID);
assert(collisionBody != nullptr);
// Add the components
BodyComponents::BodyComponent bodyComponent(collisionBody);
mBodyComponents.addComponent(entity, false, bodyComponent);
// Add the collision body to the world
mBodies.add(collisionBody);
#ifdef IS_PROFILING_ACTIVE
collisionBody->setProfiler(mProfiler);
#endif
#ifdef IS_LOGGING_ACTIVE
collisionBody->setLogger(mLogger);
#endif
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(bodyID) + ": New collision body created");
// Return the pointer to the rigid body
return collisionBody;
}
// Destroy a collision body
/**
* @param collisionBody Pointer to the body to destroy
*/
void CollisionWorld::destroyCollisionBody(CollisionBody* collisionBody) {
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(collisionBody->getId()) + ": collision body destroyed");
// Remove all the collision shapes of the body
collisionBody->removeAllCollisionShapes();
// Add the body ID to the list of free IDs
mFreeBodiesIds.add(collisionBody->getId());
// Reset the contact manifold list of the body
collisionBody->resetContactManifoldsList();
mBodyComponents.removeComponent(collisionBody->getEntity());
mTransformComponents.removeComponent(collisionBody->getEntity());
mEntityManager.destroyEntity(collisionBody->getEntity());
// Call the destructor of the collision body
collisionBody->~CollisionBody();
// Remove the collision body from the list of bodies
mBodies.remove(collisionBody);
// Free the object from the memory allocator
mMemoryManager.release(MemoryManager::AllocationType::Pool, collisionBody, sizeof(CollisionBody));
}
// Return the next available body ID
bodyindex CollisionWorld::computeNextAvailableBodyId() {
// Compute the body ID
bodyindex bodyID;
if (mFreeBodiesIds.size() != 0) {
bodyID = mFreeBodiesIds[mFreeBodiesIds.size() - 1];
mFreeBodiesIds.removeAt(mFreeBodiesIds.size() - 1);
}
else {
bodyID = mCurrentBodyId;
mCurrentBodyId++;
}
return bodyID;
}
// Reset all the contact manifolds linked list of each body
void CollisionWorld::resetContactManifoldListsOfBodies() {
// For each rigid body of the world
for (List<CollisionBody*>::Iterator it = mBodies.begin(); it != mBodies.end(); ++it) {
// Reset the contact manifold list of the body
(*it)->resetContactManifoldsList();
}
}
// Notify the world if a body is disabled (sleeping or inactive) or not
void CollisionWorld::notifyBodyDisabled(Entity bodyEntity, bool isDisabled) {
// TODO : Make sure we notify all the components here ...
// Notify all the components
mBodyComponents.setIsEntityDisabled(bodyEntity, isDisabled);
mTransformComponents.setIsEntityDisabled(bodyEntity, isDisabled);
if (mDynamicsComponents.hasComponent(bodyEntity)) {
mDynamicsComponents.setIsEntityDisabled(bodyEntity, isDisabled);
}
// For each proxy-shape of the body
const List<Entity>& proxyShapesEntities = mBodyComponents.getProxyShapes(bodyEntity);
for (uint i=0; i < proxyShapesEntities.size(); i++) {
mProxyShapesComponents.setIsEntityDisabled(proxyShapesEntities[i], isDisabled);
}
}
// Test if the AABBs of two bodies overlap
/**
* @param body1 Pointer to the first body to test
* @param body2 Pointer to the second body to test
* @return True if the AABBs of the two bodies overlap and false otherwise
*/
bool CollisionWorld::testAABBOverlap(const CollisionBody* body1,
const CollisionBody* body2) const {
// If one of the body is not active, we return no overlap
if (!body1->isActive() || !body2->isActive()) return false;
// Compute the AABBs of both bodies
AABB body1AABB = body1->getAABB();
AABB body2AABB = body2->getAABB();
// Return true if the two AABBs overlap
return body1AABB.testCollision(body2AABB);
}
// Report all the bodies which have an AABB that overlaps with the AABB in parameter
/**
* @param aabb AABB used to test for overlap
* @param overlapCallback Pointer to the callback class to report overlap
* @param categoryMaskBits bits mask used to filter the bodies to test overlap with
*/
void CollisionWorld::testAABBOverlap(const AABB& aabb, OverlapCallback* overlapCallback, unsigned short categoryMaskBits) {
mCollisionDetection.testAABBOverlap(aabb, overlapCallback, categoryMaskBits);
}
// Return true if two bodies overlap
/**
* @param body1 Pointer to the first body
* @param body2 Pointer to a second body
* @return True if the two bodies overlap
*/
bool CollisionWorld::testOverlap(CollisionBody* body1, CollisionBody* body2) {
return mCollisionDetection.testOverlap(body1, body2);
}
// Return the current world-space AABB of given proxy shape
/**
* @param proxyShape Pointer to a proxy shape
* @return The AAABB of the proxy shape in world-space
*/
AABB CollisionWorld::getWorldAABB(const ProxyShape* proxyShape) const {
if (proxyShape->getBroadPhaseId() == -1) {
return AABB();
}
return mCollisionDetection.getWorldAABB(proxyShape);
}