blender/extern/bullet/Bullet/CollisionDispatch/CollisionDispatcher.cpp
Erwin Coumans 90e5a9aa14 Reorganized Bullet physics files, added preliminary vehicle simulation files (disabled).
Requires some changes to projectfiles/makefiles/scons, for the added and removed files!
2006-02-21 05:36:56 +00:00

224 lines
5.6 KiB
C++

/*
* Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#include "CollisionDispatcher.h"
#include "BroadphaseCollision/CollisionAlgorithm.h"
#include "CollisionDispatch/ConvexConvexAlgorithm.h"
#include "CollisionDispatch/EmptyCollisionAlgorithm.h"
#include "CollisionDispatch/ConvexConcaveCollisionAlgorithm.h"
#include "NarrowphaseCollision/CollisionObject.h"
#include <algorithm>
void CollisionDispatcher::FindUnions()
{
if (m_useIslands)
{
for (int i=0;i<GetNumManifolds();i++)
{
const PersistentManifold* manifold = this->GetManifoldByIndexInternal(i);
//static objects (invmass 0.f) don't merge !
if ((((CollisionObject*)manifold->GetBody0()) && (((CollisionObject*)manifold->GetBody0())->mergesSimulationIslands())) &&
(((CollisionObject*)manifold->GetBody1()) && (((CollisionObject*)manifold->GetBody1())->mergesSimulationIslands())))
{
m_unionFind.unite(((CollisionObject*)manifold->GetBody0())->m_islandTag1,
((CollisionObject*)manifold->GetBody1())->m_islandTag1);
}
}
}
}
CollisionDispatcher::CollisionDispatcher ():
m_useIslands(true),
m_count(0)
{
int i;
for (i=0;i<MAX_BROADPHASE_COLLISION_TYPES;i++)
{
for (int j=0;j<MAX_BROADPHASE_COLLISION_TYPES;j++)
{
m_doubleDispatch[i][j] = 0;
}
}
};
PersistentManifold* CollisionDispatcher::GetNewManifold(void* b0,void* b1)
{
CollisionObject* body0 = (CollisionObject*)b0;
CollisionObject* body1 = (CollisionObject*)b1;
PersistentManifold* manifold = new PersistentManifold (body0,body1);
m_manifoldsPtr.push_back(manifold);
return manifold;
}
void CollisionDispatcher::ReleaseManifold(PersistentManifold* manifold)
{
manifold->ClearManifold();
std::vector<PersistentManifold*>::iterator i =
std::find(m_manifoldsPtr.begin(), m_manifoldsPtr.end(), manifold);
if (!(i == m_manifoldsPtr.end()))
{
std::swap(*i, m_manifoldsPtr.back());
m_manifoldsPtr.pop_back();
}
}
//
// todo: this is random access, it can be walked 'cache friendly'!
//
void CollisionDispatcher::BuildAndProcessIslands(int numBodies, IslandCallback* callback)
{
int i;
for (int islandId=0;islandId<numBodies;islandId++)
{
std::vector<PersistentManifold*> islandmanifold;
//int numSleeping = 0;
bool allSleeping = true;
for (i=0;i<GetNumManifolds();i++)
{
PersistentManifold* manifold = this->GetManifoldByIndexInternal(i);
if ((((CollisionObject*)manifold->GetBody0()) && ((CollisionObject*)manifold->GetBody0())->m_islandTag1 == (islandId)) ||
(((CollisionObject*)manifold->GetBody1()) && ((CollisionObject*)manifold->GetBody1())->m_islandTag1 == (islandId)))
{
if ((((CollisionObject*)manifold->GetBody0()) && ((CollisionObject*)manifold->GetBody0())->GetActivationState()== ACTIVE_TAG) ||
(((CollisionObject*)manifold->GetBody1()) && ((CollisionObject*)manifold->GetBody1())->GetActivationState() == ACTIVE_TAG))
{
allSleeping = false;
}
islandmanifold.push_back(manifold);
}
}
if (allSleeping)
{
//tag all as 'ISLAND_SLEEPING'
for (i=0;i<islandmanifold.size();i++)
{
PersistentManifold* manifold = islandmanifold[i];
if (((CollisionObject*)manifold->GetBody0()))
{
((CollisionObject*)manifold->GetBody0())->SetActivationState( ISLAND_SLEEPING );
}
if (((CollisionObject*)manifold->GetBody1()))
{
((CollisionObject*)manifold->GetBody1())->SetActivationState( ISLAND_SLEEPING);
}
}
} else
{
//tag all as 'ISLAND_SLEEPING'
for (i=0;i<islandmanifold.size();i++)
{
PersistentManifold* manifold = islandmanifold[i];
CollisionObject* body0 = (CollisionObject*)manifold->GetBody0();
CollisionObject* body1 = (CollisionObject*)manifold->GetBody1();
if (body0)
{
if ( body0->GetActivationState() == ISLAND_SLEEPING)
{
body0->SetActivationState( WANTS_DEACTIVATION);
}
}
if (body1)
{
if ( body1->GetActivationState() == ISLAND_SLEEPING)
{
body1->SetActivationState(WANTS_DEACTIVATION);
}
}
}
callback->ProcessIsland(&islandmanifold[0],islandmanifold.size());
}
}
}
CollisionAlgorithm* CollisionDispatcher::InternalFindAlgorithm(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1)
{
m_count++;
CollisionAlgorithmConstructionInfo ci;
ci.m_dispatcher = this;
if (proxy0.IsConvexShape() && proxy1.IsConvexShape() )
{
return new ConvexConvexAlgorithm(0,ci,&proxy0,&proxy1);
}
if (proxy0.IsConvexShape() && proxy1.IsConcaveShape())
{
return new ConvexConcaveCollisionAlgorithm(ci,&proxy0,&proxy1);
}
if (proxy1.IsConvexShape() && proxy0.IsConcaveShape())
{
return new ConvexConcaveCollisionAlgorithm(ci,&proxy1,&proxy0);
}
//failed to find an algorithm
return new EmptyAlgorithm(ci);
}
bool CollisionDispatcher::NeedsCollision(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1)
{
CollisionObject* body0 = (CollisionObject*)proxy0.m_clientObject;
CollisionObject* body1 = (CollisionObject*)proxy1.m_clientObject;
assert(body0);
assert(body1);
bool needsCollision = true;
if ((body0->m_collisionFlags & CollisionObject::isStatic) &&
(body1->m_collisionFlags & CollisionObject::isStatic))
needsCollision = false;
if ((body0->GetActivationState() == 2) &&(body1->GetActivationState() == 2))
needsCollision = false;
return needsCollision ;
}