Files
bullet3/src/BulletCollision/CollisionDispatch/btCollisionDispatcher.cpp
2007-09-25 06:41:57 +00:00

264 lines
7.7 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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.
*/
#include "btCollisionDispatcher.h"
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "BulletCollision/CollisionShapes/btCollisionShape.h"
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
#include "LinearMath/btPoolAllocator.h"
#include "BulletCollision/CollisionDispatch/btCollisionConfiguration.h"
int gNumManifold = 0;
#include <stdio.h>
btCollisionDispatcher::btCollisionDispatcher (btCollisionConfiguration* collisionConfiguration):
m_count(0),
m_useIslands(true),
m_collisionConfiguration(collisionConfiguration)
{
int i;
setNearCallback(defaultNearCallback);
m_collisionAlgorithmPoolAllocator = new btPoolAllocator(m_collisionConfiguration->getCollisionAlgorithmMaxElementSize(),m_collisionConfiguration->getCollisionAlgorithmPoolSize());
m_persistentManifoldPoolAllocator = new btPoolAllocator(sizeof(btPersistentManifold),m_collisionConfiguration->getPersistentManifoldPoolSize());
for (i=0;i<MAX_BROADPHASE_COLLISION_TYPES;i++)
{
for (int j=0;j<MAX_BROADPHASE_COLLISION_TYPES;j++)
{
m_doubleDispatch[i][j] = m_collisionConfiguration->getCollisionAlgorithmCreateFunc(i,j);
assert(m_doubleDispatch[i][j]);
}
}
};
void btCollisionDispatcher::registerCollisionCreateFunc(int proxyType0, int proxyType1, btCollisionAlgorithmCreateFunc *createFunc)
{
m_doubleDispatch[proxyType0][proxyType1] = createFunc;
}
btCollisionDispatcher::~btCollisionDispatcher()
{
delete m_collisionAlgorithmPoolAllocator;
delete m_persistentManifoldPoolAllocator;
}
btPersistentManifold* btCollisionDispatcher::getNewManifold(void* b0,void* b1)
{
gNumManifold++;
//btAssert(gNumManifold < 65535);
btCollisionObject* body0 = (btCollisionObject*)b0;
btCollisionObject* body1 = (btCollisionObject*)b1;
void* mem = m_persistentManifoldPoolAllocator->allocate(sizeof(btPersistentManifold));
btPersistentManifold* manifold = new(mem) btPersistentManifold (body0,body1,0);
m_manifoldsPtr.push_back(manifold);
return manifold;
}
void btCollisionDispatcher::clearManifold(btPersistentManifold* manifold)
{
manifold->clearManifold();
}
void btCollisionDispatcher::releaseManifold(btPersistentManifold* manifold)
{
gNumManifold--;
//printf("releaseManifold: gNumManifold %d\n",gNumManifold);
clearManifold(manifold);
///todo: this can be improved a lot, linear search might be slow part!
int findIndex = m_manifoldsPtr.findLinearSearch(manifold);
if (findIndex < m_manifoldsPtr.size())
{
m_manifoldsPtr.swap(findIndex,m_manifoldsPtr.size()-1);
m_manifoldsPtr.pop_back();
manifold->~btPersistentManifold();
m_persistentManifoldPoolAllocator->free(manifold);
}
}
btCollisionAlgorithm* btCollisionDispatcher::findAlgorithm(btCollisionObject* body0,btCollisionObject* body1,btPersistentManifold* sharedManifold)
{
btCollisionAlgorithmConstructionInfo ci;
ci.m_dispatcher1 = this;
ci.m_manifold = sharedManifold;
btCollisionAlgorithm* algo = m_doubleDispatch[body0->getCollisionShape()->getShapeType()][body1->getCollisionShape()->getShapeType()]->CreateCollisionAlgorithm(ci,body0,body1);
return algo;
}
bool btCollisionDispatcher::needsResponse(btCollisionObject* body0,btCollisionObject* body1)
{
//here you can do filtering
bool hasResponse =
(body0->hasContactResponse() && body1->hasContactResponse());
//no response between two static/kinematic bodies:
hasResponse = hasResponse &&
((!body0->isStaticOrKinematicObject()) ||(! body1->isStaticOrKinematicObject()));
return hasResponse;
}
bool btCollisionDispatcher::needsCollision(btCollisionObject* body0,btCollisionObject* body1)
{
assert(body0);
assert(body1);
bool needsCollision = true;
//broadphase filtering already deals with this
if ((body0->isStaticObject() || body0->isKinematicObject()) &&
(body1->isStaticObject() || body1->isKinematicObject()))
{
printf("warning btCollisionDispatcher::needsCollision: static-static collision!\n");
}
if ((!body0->isActive()) && (!body1->isActive()))
needsCollision = false;
else if (!body0->checkCollideWith(body1))
needsCollision = false;
return needsCollision ;
}
///interface for iterating all overlapping collision pairs, no matter how those pairs are stored (array, set, map etc)
///this is useful for the collision dispatcher.
class btCollisionPairCallback : public btOverlapCallback
{
btDispatcherInfo& m_dispatchInfo;
btCollisionDispatcher* m_dispatcher;
public:
btCollisionPairCallback(btDispatcherInfo& dispatchInfo,btCollisionDispatcher* dispatcher)
:m_dispatchInfo(dispatchInfo),
m_dispatcher(dispatcher)
{
}
btCollisionPairCallback& operator=(btCollisionPairCallback& other)
{
m_dispatchInfo = other.m_dispatchInfo;
m_dispatcher = other.m_dispatcher;
return *this;
}
virtual ~btCollisionPairCallback() {}
virtual bool processOverlap(btBroadphasePair& pair)
{
(*m_dispatcher->getNearCallback())(pair,*m_dispatcher,m_dispatchInfo);
return false;
}
};
void btCollisionDispatcher::dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,btDispatcherInfo& dispatchInfo,btDispatcher* dispatcher)
{
//m_blockedForChanges = true;
btCollisionPairCallback collisionCallback(dispatchInfo,this);
pairCache->processAllOverlappingPairs(&collisionCallback,dispatcher);
//m_blockedForChanges = false;
}
//by default, Bullet will use this near callback
void btCollisionDispatcher::defaultNearCallback(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, btDispatcherInfo& dispatchInfo)
{
btCollisionObject* colObj0 = (btCollisionObject*)collisionPair.m_pProxy0->m_clientObject;
btCollisionObject* colObj1 = (btCollisionObject*)collisionPair.m_pProxy1->m_clientObject;
if (dispatcher.needsCollision(colObj0,colObj1))
{
//dispatcher will keep algorithms persistent in the collision pair
if (!collisionPair.m_algorithm)
{
collisionPair.m_algorithm = dispatcher.findAlgorithm(colObj0,colObj1);
}
if (collisionPair.m_algorithm)
{
btManifoldResult contactPointResult(colObj0,colObj1);
if (dispatchInfo.m_dispatchFunc == btDispatcherInfo::DISPATCH_DISCRETE)
{
//discrete collision detection query
collisionPair.m_algorithm->processCollision(colObj0,colObj1,dispatchInfo,&contactPointResult);
} else
{
//continuous collision detection query, time of impact (toi)
btScalar toi = collisionPair.m_algorithm->calculateTimeOfImpact(colObj0,colObj1,dispatchInfo,&contactPointResult);
if (dispatchInfo.m_timeOfImpact > toi)
dispatchInfo.m_timeOfImpact = toi;
}
}
}
}
void* btCollisionDispatcher::allocateCollisionAlgorithm(int size)
{
return m_collisionAlgorithmPoolAllocator->allocate(size);
}
void btCollisionDispatcher::freeCollisionAlgorithm(void* ptr)
{
m_collisionAlgorithmPoolAllocator->free(ptr);
}