fixed memoryleak,

added RayTestSingle to CollisionWorld
prepared to add VehicleDemo
This commit is contained in:
ejcoumans
2006-09-04 21:28:32 +00:00
parent 1048793061
commit a0c157ed85
10 changed files with 1131 additions and 4 deletions

View File

@@ -101,6 +101,7 @@ void OverlappingPairCache::AddOverlappingPair(BroadphaseProxy* proxy0,Broadphase
///this FindPair becomes really slow. Either sort the list to speedup the query, or
///use a different solution. It is mainly used for Removing overlapping pairs. Removal could be delayed.
///we could keep a linked list in each proxy, and store pair in one of the proxies (with lowest memory address)
///Also we can use a 2D bitmap, which can be useful for a future GPU implementation
BroadphasePair* OverlappingPairCache::FindPair(BroadphaseProxy* proxy0,BroadphaseProxy* proxy1)
{
BroadphasePair* foundPair = 0;

View File

@@ -103,6 +103,8 @@ void CollisionWorld::PerformDiscreteCollisionDetection()
m_pairCache->SetAabb(m_collisionObjects[i]->m_broadphaseHandle,aabbMin,aabbMax);
}
m_pairCache->RefreshOverlappingPairs();
Dispatcher* dispatcher = GetDispatcher();
if (dispatcher)
dispatcher->DispatchAllCollisionPairs(&m_pairCache->GetOverlappingPair(0),m_pairCache->GetNumOverlappingPairs(),dispatchInfo);
@@ -140,11 +142,11 @@ void CollisionWorld::RemoveCollisionObject(CollisionObject* collisionObject)
}
}
void RayTestSingle(const SimdTransform& rayFromTrans,const SimdTransform& rayToTrans,
void CollisionWorld::RayTestSingle(const SimdTransform& rayFromTrans,const SimdTransform& rayToTrans,
CollisionObject* collisionObject,
const CollisionShape* collisionShape,
const SimdTransform& colObjWorldTransform,
CollisionWorld::RayResultCallback& resultCallback)
RayResultCallback& resultCallback)
{
SphereShape pointShape(0.0f);

View File

@@ -204,8 +204,18 @@ public:
return m_collisionObjects.size();
}
/// RayTest performs a raycast on all objects in the CollisionWorld, and calls the resultCallback
/// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback.
void RayTest(const SimdVector3& rayFromWorld, const SimdVector3& rayToWorld, RayResultCallback& resultCallback);
/// RayTestSingle performs a raycast call and calls the resultCallback. It is used internally by RayTest.
/// In a future implementation, we consider moving the ray test as a virtual method in CollisionShape.
/// This allows more customization.
void RayTestSingle(const SimdTransform& rayFromTrans,const SimdTransform& rayToTrans,
CollisionObject* collisionObject,
const CollisionShape* collisionShape,
const SimdTransform& colObjWorldTransform,
RayResultCallback& resultCallback);
void AddCollisionObject(CollisionObject* collisionObject,short int collisionFilterGroup=1,short int collisionFilterMask=1);

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@@ -85,6 +85,11 @@ void OptimizedBvh::Build(StridingMeshInterface* triangles)
// OptimizedBvhNode* leafNodes = new OptimizedBvhNode;
}
OptimizedBvh::~OptimizedBvh()
{
if (m_contiguousNodes)
delete m_contiguousNodes;
}
OptimizedBvhNode* OptimizedBvh::BuildTree (NodeArray& leafNodes,int startIndex,int endIndex)
{

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@@ -69,7 +69,7 @@ class OptimizedBvh
public:
OptimizedBvh() :m_rootNode1(0), m_numNodes(0) { }
virtual ~OptimizedBvh() {};
virtual ~OptimizedBvh();
void Build(StridingMeshInterface* triangles);