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source: code/branches/mac_HS16/src/external/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.h @ 11216

Last change on this file since 11216 was 8393, checked in by rgrieder, 14 years ago

Updated Bullet from v2.77 to v2.78.
(I'm not going to make a branch for that since the update from 2.74 to 2.77 hasn't been tested that much either).

You will HAVE to do a complete RECOMPILE! I tested with MSVC and MinGW and they both threw linker errors at me.

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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans  http://bulletphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16
17/**
18 * @mainpage Bullet Documentation
19 *
20 * @section intro_sec Introduction
21 * Bullet Collision Detection & Physics SDK
22 *
23 * Bullet is a Collision Detection and Rigid Body Dynamics Library. The Library is Open Source and free for commercial use, under the ZLib license ( http://opensource.org/licenses/zlib-license.php ).
24 *
25 * The main documentation is Bullet_User_Manual.pdf, included in the source code distribution.
26 * There is the Physics Forum for feedback and general Collision Detection and Physics discussions.
27 * Please visit http://www.bulletphysics.com
28 *
29 * @section install_sec Installation
30 *
31 * @subsection step1 Step 1: Download
32 * You can download the Bullet Physics Library from the Google Code repository: http://code.google.com/p/bullet/downloads/list
33 *
34 * @subsection step2 Step 2: Building
35 * Bullet main build system for all platforms is cmake, you can download http://www.cmake.org
36 * cmake can autogenerate projectfiles for Microsoft Visual Studio, Apple Xcode, KDevelop and Unix Makefiles.
37 * The easiest is to run the CMake cmake-gui graphical user interface and choose the options and generate projectfiles.
38 * You can also use cmake in the command-line. Here are some examples for various platforms:
39 * cmake . -G "Visual Studio 9 2008"
40 * cmake . -G Xcode
41 * cmake . -G "Unix Makefiles"
42 * Although cmake is recommended, you can also use autotools for UNIX: ./autogen.sh ./configure to create a Makefile and then run make.
43 *
44 * @subsection step3 Step 3: Testing demos
45 * Try to run and experiment with BasicDemo executable as a starting point.
46 * Bullet can be used in several ways, as Full Rigid Body simulation, as Collision Detector Library or Low Level / Snippets like the GJK Closest Point calculation.
47 * The Dependencies can be seen in this documentation under Directories
48 *
49 * @subsection step4 Step 4: Integrating in your application, full Rigid Body and Soft Body simulation
50 * Check out BasicDemo how to create a btDynamicsWorld, btRigidBody and btCollisionShape, Stepping the simulation and synchronizing your graphics object transform.
51 * Check out SoftDemo how to use soft body dynamics, using btSoftRigidDynamicsWorld.
52 * @subsection step5 Step 5 : Integrate the Collision Detection Library (without Dynamics and other Extras)
53 * Bullet Collision Detection can also be used without the Dynamics/Extras.
54 * Check out btCollisionWorld and btCollisionObject, and the CollisionInterfaceDemo.
55 * @subsection step6 Step 6 : Use Snippets like the GJK Closest Point calculation.
56 * Bullet has been designed in a modular way keeping dependencies to a minimum. The ConvexHullDistance demo demonstrates direct use of btGjkPairDetector.
57 *
58 * @section copyright Copyright
59 * For up-to-data information and copyright and contributors list check out the Bullet_User_Manual.pdf
60 *
61 */
62 
63 
64
65#ifndef BT_COLLISION_WORLD_H
66#define BT_COLLISION_WORLD_H
67
68class btStackAlloc;
69class btCollisionShape;
70class btConvexShape;
71class btBroadphaseInterface;
72class btSerializer;
73
74#include "LinearMath/btVector3.h"
75#include "LinearMath/btTransform.h"
76#include "btCollisionObject.h"
77#include "btCollisionDispatcher.h"
78#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
79#include "LinearMath/btAlignedObjectArray.h"
80
81///CollisionWorld is interface and container for the collision detection
82class btCollisionWorld
83{
84
85       
86protected:
87
88        btAlignedObjectArray<btCollisionObject*>        m_collisionObjects;
89       
90        btDispatcher*   m_dispatcher1;
91
92        btDispatcherInfo        m_dispatchInfo;
93
94        btStackAlloc*   m_stackAlloc;
95
96        btBroadphaseInterface*  m_broadphasePairCache;
97
98        btIDebugDraw*   m_debugDrawer;
99
100        ///m_forceUpdateAllAabbs can be set to false as an optimization to only update active object AABBs
101        ///it is true by default, because it is error-prone (setting the position of static objects wouldn't update their AABB)
102        bool m_forceUpdateAllAabbs;
103
104        void    serializeCollisionObjects(btSerializer* serializer);
105
106public:
107
108        //this constructor doesn't own the dispatcher and paircache/broadphase
109        btCollisionWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphasePairCache, btCollisionConfiguration* collisionConfiguration);
110
111        virtual ~btCollisionWorld();
112
113        void    setBroadphase(btBroadphaseInterface*    pairCache)
114        {
115                m_broadphasePairCache = pairCache;
116        }
117
118        const btBroadphaseInterface*    getBroadphase() const
119        {
120                return m_broadphasePairCache;
121        }
122
123        btBroadphaseInterface*  getBroadphase()
124        {
125                return m_broadphasePairCache;
126        }
127
128        btOverlappingPairCache* getPairCache()
129        {
130                return m_broadphasePairCache->getOverlappingPairCache();
131        }
132
133
134        btDispatcher*   getDispatcher()
135        {
136                return m_dispatcher1;
137        }
138
139        const btDispatcher*     getDispatcher() const
140        {
141                return m_dispatcher1;
142        }
143
144        void    updateSingleAabb(btCollisionObject* colObj);
145
146        virtual void    updateAabbs();
147       
148        virtual void    setDebugDrawer(btIDebugDraw*    debugDrawer)
149        {
150                        m_debugDrawer = debugDrawer;
151        }
152
153        virtual btIDebugDraw*   getDebugDrawer()
154        {
155                return m_debugDrawer;
156        }
157
158        virtual void    debugDrawWorld();
159
160        virtual void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color);
161
162
163        ///LocalShapeInfo gives extra information for complex shapes
164        ///Currently, only btTriangleMeshShape is available, so it just contains triangleIndex and subpart
165        struct  LocalShapeInfo
166        {
167                int     m_shapePart;
168                int     m_triangleIndex;
169               
170                //const btCollisionShape*       m_shapeTemp;
171                //const btTransform*    m_shapeLocalTransform;
172        };
173
174        struct  LocalRayResult
175        {
176                LocalRayResult(btCollisionObject*       collisionObject, 
177                        LocalShapeInfo* localShapeInfo,
178                        const btVector3&                hitNormalLocal,
179                        btScalar hitFraction)
180                :m_collisionObject(collisionObject),
181                m_localShapeInfo(localShapeInfo),
182                m_hitNormalLocal(hitNormalLocal),
183                m_hitFraction(hitFraction)
184                {
185                }
186
187                btCollisionObject*              m_collisionObject;
188                LocalShapeInfo*                 m_localShapeInfo;
189                btVector3                               m_hitNormalLocal;
190                btScalar                                m_hitFraction;
191
192        };
193
194        ///RayResultCallback is used to report new raycast results
195        struct  RayResultCallback
196        {
197                btScalar        m_closestHitFraction;
198                btCollisionObject*              m_collisionObject;
199                short int       m_collisionFilterGroup;
200                short int       m_collisionFilterMask;
201      //@BP Mod - Custom flags, currently used to enable backface culling on tri-meshes, see btRaycastCallback
202      unsigned int m_flags;
203
204                virtual ~RayResultCallback()
205                {
206                }
207                bool    hasHit() const
208                {
209                        return (m_collisionObject != 0);
210                }
211
212                RayResultCallback()
213                        :m_closestHitFraction(btScalar(1.)),
214                        m_collisionObject(0),
215                        m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
216                        m_collisionFilterMask(btBroadphaseProxy::AllFilter),
217         //@BP Mod
218         m_flags(0)
219                {
220                }
221
222                virtual bool needsCollision(btBroadphaseProxy* proxy0) const
223                {
224                        bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0;
225                        collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask);
226                        return collides;
227                }
228
229
230                virtual btScalar        addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace) = 0;
231        };
232
233        struct  ClosestRayResultCallback : public RayResultCallback
234        {
235                ClosestRayResultCallback(const btVector3&       rayFromWorld,const btVector3&   rayToWorld)
236                :m_rayFromWorld(rayFromWorld),
237                m_rayToWorld(rayToWorld)
238                {
239                }
240
241                btVector3       m_rayFromWorld;//used to calculate hitPointWorld from hitFraction
242                btVector3       m_rayToWorld;
243
244                btVector3       m_hitNormalWorld;
245                btVector3       m_hitPointWorld;
246                       
247                virtual btScalar        addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace)
248                {
249                        //caller already does the filter on the m_closestHitFraction
250                        btAssert(rayResult.m_hitFraction <= m_closestHitFraction);
251                       
252                        m_closestHitFraction = rayResult.m_hitFraction;
253                        m_collisionObject = rayResult.m_collisionObject;
254                        if (normalInWorldSpace)
255                        {
256                                m_hitNormalWorld = rayResult.m_hitNormalLocal;
257                        } else
258                        {
259                                ///need to transform normal into worldspace
260                                m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis()*rayResult.m_hitNormalLocal;
261                        }
262                        m_hitPointWorld.setInterpolate3(m_rayFromWorld,m_rayToWorld,rayResult.m_hitFraction);
263                        return rayResult.m_hitFraction;
264                }
265        };
266
267        struct  AllHitsRayResultCallback : public RayResultCallback
268        {
269                AllHitsRayResultCallback(const btVector3&       rayFromWorld,const btVector3&   rayToWorld)
270                :m_rayFromWorld(rayFromWorld),
271                m_rayToWorld(rayToWorld)
272                {
273                }
274
275                btAlignedObjectArray<btCollisionObject*>                m_collisionObjects;
276
277                btVector3       m_rayFromWorld;//used to calculate hitPointWorld from hitFraction
278                btVector3       m_rayToWorld;
279
280                btAlignedObjectArray<btVector3> m_hitNormalWorld;
281                btAlignedObjectArray<btVector3> m_hitPointWorld;
282                btAlignedObjectArray<btScalar> m_hitFractions;
283                       
284                virtual btScalar        addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace)
285                {
286                        m_collisionObject = rayResult.m_collisionObject;
287                        m_collisionObjects.push_back(rayResult.m_collisionObject);
288                        btVector3 hitNormalWorld;
289                        if (normalInWorldSpace)
290                        {
291                                hitNormalWorld = rayResult.m_hitNormalLocal;
292                        } else
293                        {
294                                ///need to transform normal into worldspace
295                                hitNormalWorld = m_collisionObject->getWorldTransform().getBasis()*rayResult.m_hitNormalLocal;
296                        }
297                        m_hitNormalWorld.push_back(hitNormalWorld);
298                        btVector3 hitPointWorld;
299                        hitPointWorld.setInterpolate3(m_rayFromWorld,m_rayToWorld,rayResult.m_hitFraction);
300                        m_hitPointWorld.push_back(hitPointWorld);
301                        m_hitFractions.push_back(rayResult.m_hitFraction);
302                        return m_closestHitFraction;
303                }
304        };
305
306
307        struct LocalConvexResult
308        {
309                LocalConvexResult(btCollisionObject*    hitCollisionObject, 
310                        LocalShapeInfo* localShapeInfo,
311                        const btVector3&                hitNormalLocal,
312                        const btVector3&                hitPointLocal,
313                        btScalar hitFraction
314                        )
315                :m_hitCollisionObject(hitCollisionObject),
316                m_localShapeInfo(localShapeInfo),
317                m_hitNormalLocal(hitNormalLocal),
318                m_hitPointLocal(hitPointLocal),
319                m_hitFraction(hitFraction)
320                {
321                }
322
323                btCollisionObject*              m_hitCollisionObject;
324                LocalShapeInfo*                 m_localShapeInfo;
325                btVector3                               m_hitNormalLocal;
326                btVector3                               m_hitPointLocal;
327                btScalar                                m_hitFraction;
328        };
329
330        ///RayResultCallback is used to report new raycast results
331        struct  ConvexResultCallback
332        {
333                btScalar        m_closestHitFraction;
334                short int       m_collisionFilterGroup;
335                short int       m_collisionFilterMask;
336               
337                ConvexResultCallback()
338                        :m_closestHitFraction(btScalar(1.)),
339                        m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
340                        m_collisionFilterMask(btBroadphaseProxy::AllFilter)
341                {
342                }
343
344                virtual ~ConvexResultCallback()
345                {
346                }
347               
348                bool    hasHit() const
349                {
350                        return (m_closestHitFraction < btScalar(1.));
351                }
352
353               
354
355                virtual bool needsCollision(btBroadphaseProxy* proxy0) const
356                {
357                        bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0;
358                        collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask);
359                        return collides;
360                }
361
362                virtual btScalar        addSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace) = 0;
363        };
364
365        struct  ClosestConvexResultCallback : public ConvexResultCallback
366        {
367                ClosestConvexResultCallback(const btVector3&    convexFromWorld,const btVector3&        convexToWorld)
368                :m_convexFromWorld(convexFromWorld),
369                m_convexToWorld(convexToWorld),
370                m_hitCollisionObject(0)
371                {
372                }
373
374                btVector3       m_convexFromWorld;//used to calculate hitPointWorld from hitFraction
375                btVector3       m_convexToWorld;
376
377                btVector3       m_hitNormalWorld;
378                btVector3       m_hitPointWorld;
379                btCollisionObject*      m_hitCollisionObject;
380               
381                virtual btScalar        addSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace)
382                {
383//caller already does the filter on the m_closestHitFraction
384                        btAssert(convexResult.m_hitFraction <= m_closestHitFraction);
385                                               
386                        m_closestHitFraction = convexResult.m_hitFraction;
387                        m_hitCollisionObject = convexResult.m_hitCollisionObject;
388                        if (normalInWorldSpace)
389                        {
390                                m_hitNormalWorld = convexResult.m_hitNormalLocal;
391                        } else
392                        {
393                                ///need to transform normal into worldspace
394                                m_hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
395                        }
396                        m_hitPointWorld = convexResult.m_hitPointLocal;
397                        return convexResult.m_hitFraction;
398                }
399        };
400
401        ///ContactResultCallback is used to report contact points
402        struct  ContactResultCallback
403        {
404                short int       m_collisionFilterGroup;
405                short int       m_collisionFilterMask;
406               
407                ContactResultCallback()
408                        :m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
409                        m_collisionFilterMask(btBroadphaseProxy::AllFilter)
410                {
411                }
412
413                virtual ~ContactResultCallback()
414                {
415                }
416               
417                virtual bool needsCollision(btBroadphaseProxy* proxy0) const
418                {
419                        bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0;
420                        collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask);
421                        return collides;
422                }
423
424                virtual btScalar        addSingleResult(btManifoldPoint& cp,    const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1) = 0;
425        };
426
427
428
429        int     getNumCollisionObjects() const
430        {
431                return int(m_collisionObjects.size());
432        }
433
434        /// rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback
435        /// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback.
436        virtual void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const; 
437
438        /// convexTest performs a swept convex cast on all objects in the btCollisionWorld, and calls the resultCallback
439        /// This allows for several queries: first hit, all hits, any hit, dependent on the value return by the callback.
440        void    convexSweepTest (const btConvexShape* castShape, const btTransform& from, const btTransform& to, ConvexResultCallback& resultCallback,  btScalar allowedCcdPenetration = btScalar(0.)) const;
441
442        ///contactTest performs a discrete collision test between colObj against all objects in the btCollisionWorld, and calls the resultCallback.
443        ///it reports one or more contact points for every overlapping object (including the one with deepest penetration)
444        void    contactTest(btCollisionObject* colObj, ContactResultCallback& resultCallback);
445
446        ///contactTest performs a discrete collision test between two collision objects and calls the resultCallback if overlap if detected.
447        ///it reports one or more contact points (including the one with deepest penetration)
448        void    contactPairTest(btCollisionObject* colObjA, btCollisionObject* colObjB, ContactResultCallback& resultCallback);
449
450
451        /// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
452        /// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
453        /// This allows more customization.
454        static void     rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
455                                          btCollisionObject* collisionObject,
456                                          const btCollisionShape* collisionShape,
457                                          const btTransform& colObjWorldTransform,
458                                          RayResultCallback& resultCallback);
459
460        /// objectQuerySingle performs a collision detection query and calls the resultCallback. It is used internally by rayTest.
461        static void     objectQuerySingle(const btConvexShape* castShape, const btTransform& rayFromTrans,const btTransform& rayToTrans,
462                                          btCollisionObject* collisionObject,
463                                          const btCollisionShape* collisionShape,
464                                          const btTransform& colObjWorldTransform,
465                                          ConvexResultCallback& resultCallback, btScalar        allowedPenetration);
466
467        virtual void    addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::DefaultFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter);
468
469        btCollisionObjectArray& getCollisionObjectArray()
470        {
471                return m_collisionObjects;
472        }
473
474        const btCollisionObjectArray& getCollisionObjectArray() const
475        {
476                return m_collisionObjects;
477        }
478
479
480        virtual void    removeCollisionObject(btCollisionObject* collisionObject);
481
482        virtual void    performDiscreteCollisionDetection();
483
484        btDispatcherInfo& getDispatchInfo()
485        {
486                return m_dispatchInfo;
487        }
488
489        const btDispatcherInfo& getDispatchInfo() const
490        {
491                return m_dispatchInfo;
492        }
493       
494        bool    getForceUpdateAllAabbs() const
495        {
496                return m_forceUpdateAllAabbs;
497        }
498        void setForceUpdateAllAabbs( bool forceUpdateAllAabbs)
499        {
500                m_forceUpdateAllAabbs = forceUpdateAllAabbs;
501        }
502
503        ///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (Bullet/Demos/SerializeDemo)
504        virtual void    serialize(btSerializer* serializer);
505
506};
507
508
509#endif //BT_COLLISION_WORLD_H
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