reactphysics3d/src/collision/ContactManifold.h
2017-06-05 00:05:49 +02:00

351 lines
12 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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_CONTACT_MANIFOLD_H
#define REACTPHYSICS3D_CONTACT_MANIFOLD_H
// Libraries
#include <vector>
#include "body/CollisionBody.h"
#include "collision/ProxyShape.h"
#include "constraint/ContactPoint.h"
#include "collision/ContactManifoldInfo.h"
#include "memory/PoolAllocator.h"
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Class declarations
class ContactManifold;
// Structure ContactManifoldListElement
/**
* This structure represents a single element of a linked list of contact manifolds
*/
struct ContactManifoldListElement {
public:
// -------------------- Attributes -------------------- //
/// Pointer to the actual contact manifold
ContactManifold* contactManifold;
/// Next element of the list
ContactManifoldListElement* next;
// -------------------- Methods -------------------- //
/// Constructor
ContactManifoldListElement(ContactManifold* initContactManifold,
ContactManifoldListElement* initNext)
:contactManifold(initContactManifold), next(initNext) {
}
};
// Class ContactManifold
/**
* This class represents the set of contact points between two bodies.
* The contact manifold is implemented in a way to cache the contact
* points among the frames for better stability following the
* "Contact Generation" presentation of Erwin Coumans at GDC 2010
* conference (bullet.googlecode.com/files/GDC10_Coumans_Erwin_Contact.pdf).
* Some code of this class is based on the implementation of the
* btPersistentManifold class from Bullet physics engine (www.http://bulletphysics.org).
* The contacts between two bodies are added one after the other in the cache.
* When the cache is full, we have to remove one point. The idea is to keep
* the point with the deepest penetration depth and also to keep the
* points producing the larger area (for a more stable contact manifold).
* The new added point is always kept.
*/
class ContactManifold {
private:
// -------------------- Attributes -------------------- //
/// Pointer to the first proxy shape of the contact
ProxyShape* mShape1;
/// Pointer to the second proxy shape of the contact
ProxyShape* mShape2;
/// Contact points in the manifold
ContactPoint* mContactPoints[MAX_CONTACT_POINTS_IN_MANIFOLD];
/// Normal direction Id (Unique Id representing the normal direction)
short int mNormalDirectionId;
/// Number of contacts in the cache
int8 mNbContactPoints;
/// First friction vector of the contact manifold
Vector3 mFrictionVector1;
/// Second friction vector of the contact manifold
Vector3 mFrictionVector2;
/// First friction constraint accumulated impulse
decimal mFrictionImpulse1;
/// Second friction constraint accumulated impulse
decimal mFrictionImpulse2;
/// Twist friction constraint accumulated impulse
decimal mFrictionTwistImpulse;
/// Accumulated rolling resistance impulse
Vector3 mRollingResistanceImpulse;
/// True if the contact manifold has already been added into an island
bool mIsAlreadyInIsland;
/// Reference to the memory allocator
PoolAllocator& mMemoryAllocator;
// -------------------- Methods -------------------- //
/// Return true if the contact manifold has already been added into an island
bool isAlreadyInIsland() const;
public:
// -------------------- Methods -------------------- //
/// Constructor
ContactManifold(const ContactManifoldInfo& manifoldInfo, ProxyShape* shape1, ProxyShape* shape2,
PoolAllocator& memoryAllocator, short int normalDirectionId);
/// Destructor
~ContactManifold();
/// Deleted copy-constructor
ContactManifold(const ContactManifold& contactManifold) = delete;
/// Deleted assignment operator
ContactManifold& operator=(const ContactManifold& contactManifold) = delete;
/// Return a pointer to the first proxy shape of the contact
ProxyShape* getShape1() const;
/// Return a pointer to the second proxy shape of the contact
ProxyShape* getShape2() const;
/// Return a pointer to the first body of the contact manifold
CollisionBody* getBody1() const;
/// Return a pointer to the second body of the contact manifold
CollisionBody* getBody2() const;
/// Return the normal direction Id
short int getNormalDirectionId() const;
/// Clear the contact manifold
void clear();
/// Return the number of contact points in the manifold
int8 getNbContactPoints() const;
/// Return the first friction vector at the center of the contact manifold
const Vector3& getFrictionVector1() const;
/// set the first friction vector at the center of the contact manifold
void setFrictionVector1(const Vector3& mFrictionVector1);
/// Return the second friction vector at the center of the contact manifold
const Vector3& getFrictionVector2() const;
/// set the second friction vector at the center of the contact manifold
void setFrictionVector2(const Vector3& mFrictionVector2);
/// Return the first friction accumulated impulse
decimal getFrictionImpulse1() const;
/// Set the first friction accumulated impulse
void setFrictionImpulse1(decimal frictionImpulse1);
/// Return the second friction accumulated impulse
decimal getFrictionImpulse2() const;
/// Set the second friction accumulated impulse
void setFrictionImpulse2(decimal frictionImpulse2);
/// Return the friction twist accumulated impulse
decimal getFrictionTwistImpulse() const;
/// Set the friction twist accumulated impulse
void setFrictionTwistImpulse(decimal frictionTwistImpulse);
/// Set the accumulated rolling resistance impulse
void setRollingResistanceImpulse(const Vector3& rollingResistanceImpulse);
/// Return a contact point of the manifold
ContactPoint* getContactPoint(uint index) const;
/// Return the normalized averaged normal vector
Vector3 getAverageContactNormal() const;
/// Return the largest depth of all the contact points
decimal getLargestContactDepth() const;
/// Add a contact point
void addContactPoint(const ContactPointInfo* contactPointInfo);
/// Remove a contact point
void removeContactPoint(int index);
// -------------------- Friendship -------------------- //
friend class DynamicsWorld;
friend class Island;
friend class CollisionBody;
};
// Return a pointer to the first proxy shape of the contact
inline ProxyShape* ContactManifold::getShape1() const {
return mShape1;
}
// Return a pointer to the second proxy shape of the contact
inline ProxyShape* ContactManifold::getShape2() const {
return mShape2;
}
// Return a pointer to the first body of the contact manifold
inline CollisionBody* ContactManifold::getBody1() const {
return mShape1->getBody();
}
// Return a pointer to the second body of the contact manifold
inline CollisionBody* ContactManifold::getBody2() const {
return mShape2->getBody();
}
// Return the normal direction Id
inline short int ContactManifold::getNormalDirectionId() const {
return mNormalDirectionId;
}
// Return the number of contact points in the manifold
inline int8 ContactManifold::getNbContactPoints() const {
return mNbContactPoints;
}
// Return the first friction vector at the center of the contact manifold
inline const Vector3& ContactManifold::getFrictionVector1() const {
return mFrictionVector1;
}
// set the first friction vector at the center of the contact manifold
inline void ContactManifold::setFrictionVector1(const Vector3& frictionVector1) {
mFrictionVector1 = frictionVector1;
}
// Return the second friction vector at the center of the contact manifold
inline const Vector3& ContactManifold::getFrictionVector2() const {
return mFrictionVector2;
}
// set the second friction vector at the center of the contact manifold
inline void ContactManifold::setFrictionVector2(const Vector3& frictionVector2) {
mFrictionVector2 = frictionVector2;
}
// Return the first friction accumulated impulse
inline decimal ContactManifold::getFrictionImpulse1() const {
return mFrictionImpulse1;
}
// Set the first friction accumulated impulse
inline void ContactManifold::setFrictionImpulse1(decimal frictionImpulse1) {
mFrictionImpulse1 = frictionImpulse1;
}
// Return the second friction accumulated impulse
inline decimal ContactManifold::getFrictionImpulse2() const {
return mFrictionImpulse2;
}
// Set the second friction accumulated impulse
inline void ContactManifold::setFrictionImpulse2(decimal frictionImpulse2) {
mFrictionImpulse2 = frictionImpulse2;
}
// Return the friction twist accumulated impulse
inline decimal ContactManifold::getFrictionTwistImpulse() const {
return mFrictionTwistImpulse;
}
// Set the friction twist accumulated impulse
inline void ContactManifold::setFrictionTwistImpulse(decimal frictionTwistImpulse) {
mFrictionTwistImpulse = frictionTwistImpulse;
}
// Set the accumulated rolling resistance impulse
inline void ContactManifold::setRollingResistanceImpulse(const Vector3& rollingResistanceImpulse) {
mRollingResistanceImpulse = rollingResistanceImpulse;
}
// Return a contact point of the manifold
inline ContactPoint* ContactManifold::getContactPoint(uint index) const {
assert(index < mNbContactPoints);
return mContactPoints[index];
}
// Return true if the contact manifold has already been added into an island
inline bool ContactManifold::isAlreadyInIsland() const {
return mIsAlreadyInIsland;
}
// Return the normalized averaged normal vector
inline Vector3 ContactManifold::getAverageContactNormal() const {
Vector3 averageNormal;
for (uint i=0; i<mNbContactPoints; i++) {
averageNormal += mContactPoints[i]->getNormal();
}
return averageNormal.getUnit();
}
// Return the largest depth of all the contact points
inline decimal ContactManifold::getLargestContactDepth() const {
decimal largestDepth = 0.0f;
for (uint i=0; i<mNbContactPoints; i++) {
decimal depth = mContactPoints[i]->getPenetrationDepth();
if (depth > largestDepth) {
largestDepth = depth;
}
}
return largestDepth;
}
}
#endif