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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.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 * There is the Physics Forum for Feedback and bteral Collision Detection and Physics discussions.
26 * Please visit http://www.continuousphysics.com/Bullet/phpBB2/index.php
27 *
28 * @section install_sec Installation
29 *
30 * @subsection step1 Step 1: Download
31 * You can download the Bullet Physics Library from our website: http://www.continuousphysics.com/Bullet/
32 * @subsection step2 Step 2: Building
33 * Bullet comes with autogenerated Project Files for Microsoft Visual Studio 6, 7, 7.1 and 8.
34 * The main Workspace/Solution is located in Bullet/msvc/8/wksbullet.sln (replace 8 with your version).
35 *
36 * Under other platforms, like Linux or Mac OS-X, Bullet can be build using either using make, cmake, http://www.cmake.org, or jam, http://www.perforce.com/jam/jam.html . cmake can autogenerate Xcode, KDevelop, MSVC and other build systems. just run cmake . in the root of Bullet.
37 * So if you are not using MSVC or cmake, you can run ./autogen.sh ./configure to create both Makefile and Jamfile and then run make or jam.
38 * Jam is a build system that can build the library, demos and also autogenerate the MSVC Project Files.
39 * If you don't have jam installed, you can make jam from the included jam-2.5 sources, or download jam from ftp://ftp.perforce.com/pub/jam/
40 *
41 * @subsection step3 Step 3: Testing demos
42 * Try to run and experiment with BasicDemo executable as a starting point.
43 * 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.
44 * The Dependencies can be seen in this documentation under Directories
45 *
46 * @subsection step4 Step 4: Integrating in your application, full Rigid Body and Soft Body simulation
47 * Check out BasicDemo how to create a btDynamicsWorld, btRigidBody and btCollisionShape, Stepping the simulation and synchronizing your graphics object transform.
48 * Check out SoftDemo how to use soft body dynamics, using btSoftRigidDynamicsWorld.
49 * @subsection step5 Step 5 : Integrate the Collision Detection Library (without Dynamics and other Extras)
50 * Bullet Collision Detection can also be used without the Dynamics/Extras.
51 * Check out btCollisionWorld and btCollisionObject, and the CollisionInterfaceDemo.
52 * @subsection step6 Step 6 : Use Snippets like the GJK Closest Point calculation.
53 * Bullet has been designed in a modular way keeping dependencies to a minimum. The ConvexHullDistance demo demonstrates direct use of btGjkPairDetector.
54 *
55 * @section copyright Copyright
56 * Copyright (C) 2005-2008 Erwin Coumans, some contributions Copyright Gino van den Bergen, Christer Ericson, Simon Hobbs, Ricardo Padrela, F Richter(res), Stephane Redon
57 * Special thanks to all visitors of the Bullet Physics forum, and in particular above contributors, John McCutchan, Nathanael Presson, Dave Eberle, Dirk Gregorius, Erin Catto, Dave Eberle, Adam Moravanszky,
58 * Pierre Terdiman, Kenny Erleben, Russell Smith, Oliver Strunk, Jan Paul van Waveren, Marten Svanfeldt.
59 *
60 */
61 
62 
63
64#ifndef COLLISION_WORLD_H
65#define COLLISION_WORLD_H
66
67class btStackAlloc;
68class btCollisionShape;
69class btConvexShape;
70class btBroadphaseInterface;
71#include "LinearMath/btVector3.h"
72#include "LinearMath/btTransform.h"
73#include "btCollisionObject.h"
74#include "btCollisionDispatcher.h" //for definition of btCollisionObjectArray
75#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
76#include "LinearMath/btAlignedObjectArray.h"
77
78///CollisionWorld is interface and container for the collision detection
79class btCollisionWorld
80{
81
82       
83protected:
84
85        btAlignedObjectArray<btCollisionObject*>        m_collisionObjects;
86       
87        btDispatcher*   m_dispatcher1;
88
89        btDispatcherInfo        m_dispatchInfo;
90
91        btStackAlloc*   m_stackAlloc;
92
93        btBroadphaseInterface*  m_broadphasePairCache;
94
95        btIDebugDraw*   m_debugDrawer;
96
97       
98public:
99
100        //this constructor doesn't own the dispatcher and paircache/broadphase
101        btCollisionWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphasePairCache, btCollisionConfiguration* collisionConfiguration);
102
103        virtual ~btCollisionWorld();
104
105        void    setBroadphase(btBroadphaseInterface*    pairCache)
106        {
107                m_broadphasePairCache = pairCache;
108        }
109
110        btBroadphaseInterface*  getBroadphase()
111        {
112                return m_broadphasePairCache;
113        }
114
115        btOverlappingPairCache* getPairCache()
116        {
117                return m_broadphasePairCache->getOverlappingPairCache();
118        }
119
120
121        btDispatcher*   getDispatcher()
122        {
123                return m_dispatcher1;
124        }
125
126        const btDispatcher*     getDispatcher() const
127        {
128                return m_dispatcher1;
129        }
130
131        virtual void    updateAabbs();
132
133        virtual void    setDebugDrawer(btIDebugDraw*    debugDrawer)
134        {
135                        m_debugDrawer = debugDrawer;
136        }
137
138        virtual btIDebugDraw*   getDebugDrawer()
139        {
140                return m_debugDrawer;
141        }
142
143
144        ///LocalShapeInfo gives extra information for complex shapes
145        ///Currently, only btTriangleMeshShape is available, so it just contains triangleIndex and subpart
146        struct  LocalShapeInfo
147        {
148                int     m_shapePart;
149                int     m_triangleIndex;
150               
151                //const btCollisionShape*       m_shapeTemp;
152                //const btTransform*    m_shapeLocalTransform;
153        };
154
155        struct  LocalRayResult
156        {
157                LocalRayResult(btCollisionObject*       collisionObject, 
158                        LocalShapeInfo* localShapeInfo,
159                        const btVector3&                hitNormalLocal,
160                        btScalar hitFraction)
161                :m_collisionObject(collisionObject),
162                m_localShapeInfo(localShapeInfo),
163                m_hitNormalLocal(hitNormalLocal),
164                m_hitFraction(hitFraction)
165                {
166                }
167
168                btCollisionObject*              m_collisionObject;
169                LocalShapeInfo*                 m_localShapeInfo;
170                btVector3                               m_hitNormalLocal;
171                btScalar                                m_hitFraction;
172
173        };
174
175        ///RayResultCallback is used to report new raycast results
176        struct  RayResultCallback
177        {
178                btScalar        m_closestHitFraction;
179                btCollisionObject*              m_collisionObject;
180                short int       m_collisionFilterGroup;
181                short int       m_collisionFilterMask;
182
183                virtual ~RayResultCallback()
184                {
185                }
186                bool    hasHit() const
187                {
188                        return (m_collisionObject != 0);
189                }
190
191                RayResultCallback()
192                        :m_closestHitFraction(btScalar(1.)),
193                        m_collisionObject(0),
194                        m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
195                        m_collisionFilterMask(btBroadphaseProxy::AllFilter)
196                {
197                }
198
199                virtual bool needsCollision(btBroadphaseProxy* proxy0) const
200                {
201                        bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0;
202                        collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask);
203                        return collides;
204                }
205
206
207                virtual btScalar        addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace) = 0;
208        };
209
210        struct  ClosestRayResultCallback : public RayResultCallback
211        {
212                ClosestRayResultCallback(const btVector3&       rayFromWorld,const btVector3&   rayToWorld)
213                :m_rayFromWorld(rayFromWorld),
214                m_rayToWorld(rayToWorld)
215                {
216                }
217
218                btVector3       m_rayFromWorld;//used to calculate hitPointWorld from hitFraction
219                btVector3       m_rayToWorld;
220
221                btVector3       m_hitNormalWorld;
222                btVector3       m_hitPointWorld;
223                       
224                virtual btScalar        addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace)
225                {
226                        //caller already does the filter on the m_closestHitFraction
227                        btAssert(rayResult.m_hitFraction <= m_closestHitFraction);
228                       
229                        m_closestHitFraction = rayResult.m_hitFraction;
230                        m_collisionObject = rayResult.m_collisionObject;
231                        if (normalInWorldSpace)
232                        {
233                                m_hitNormalWorld = rayResult.m_hitNormalLocal;
234                        } else
235                        {
236                                ///need to transform normal into worldspace
237                                m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis()*rayResult.m_hitNormalLocal;
238                        }
239                        m_hitPointWorld.setInterpolate3(m_rayFromWorld,m_rayToWorld,rayResult.m_hitFraction);
240                        return rayResult.m_hitFraction;
241                }
242        };
243
244
245        struct LocalConvexResult
246        {
247                LocalConvexResult(btCollisionObject*    hitCollisionObject, 
248                        LocalShapeInfo* localShapeInfo,
249                        const btVector3&                hitNormalLocal,
250                        const btVector3&                hitPointLocal,
251                        btScalar hitFraction
252                        )
253                :m_hitCollisionObject(hitCollisionObject),
254                m_localShapeInfo(localShapeInfo),
255                m_hitNormalLocal(hitNormalLocal),
256                m_hitPointLocal(hitPointLocal),
257                m_hitFraction(hitFraction)
258                {
259                }
260
261                btCollisionObject*              m_hitCollisionObject;
262                LocalShapeInfo*                 m_localShapeInfo;
263                btVector3                               m_hitNormalLocal;
264                btVector3                               m_hitPointLocal;
265                btScalar                                m_hitFraction;
266        };
267
268        ///RayResultCallback is used to report new raycast results
269        struct  ConvexResultCallback
270        {
271                btScalar        m_closestHitFraction;
272                short int       m_collisionFilterGroup;
273                short int       m_collisionFilterMask;
274               
275                ConvexResultCallback()
276                        :m_closestHitFraction(btScalar(1.)),
277                        m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
278                        m_collisionFilterMask(btBroadphaseProxy::AllFilter)
279                {
280                }
281
282                virtual ~ConvexResultCallback()
283                {
284                }
285               
286                bool    hasHit() const
287                {
288                        return (m_closestHitFraction < btScalar(1.));
289                }
290
291               
292
293                virtual bool needsCollision(btBroadphaseProxy* proxy0) const
294                {
295                        bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0;
296                        collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask);
297                        return collides;
298                }
299
300                virtual btScalar        addSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace) = 0;
301        };
302
303        struct  ClosestConvexResultCallback : public ConvexResultCallback
304        {
305                ClosestConvexResultCallback(const btVector3&    convexFromWorld,const btVector3&        convexToWorld)
306                :m_convexFromWorld(convexFromWorld),
307                m_convexToWorld(convexToWorld),
308                m_hitCollisionObject(0)
309                {
310                }
311
312                btVector3       m_convexFromWorld;//used to calculate hitPointWorld from hitFraction
313                btVector3       m_convexToWorld;
314
315                btVector3       m_hitNormalWorld;
316                btVector3       m_hitPointWorld;
317                btCollisionObject*      m_hitCollisionObject;
318               
319                virtual btScalar        addSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace)
320                {
321//caller already does the filter on the m_closestHitFraction
322                        btAssert(convexResult.m_hitFraction <= m_closestHitFraction);
323                                               
324                        m_closestHitFraction = convexResult.m_hitFraction;
325                        m_hitCollisionObject = convexResult.m_hitCollisionObject;
326                        if (normalInWorldSpace)
327                        {
328                                m_hitNormalWorld = convexResult.m_hitNormalLocal;
329                        } else
330                        {
331                                ///need to transform normal into worldspace
332                                m_hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
333                        }
334                        m_hitPointWorld = convexResult.m_hitPointLocal;
335                        return convexResult.m_hitFraction;
336                }
337        };
338
339        int     getNumCollisionObjects() const
340        {
341                return int(m_collisionObjects.size());
342        }
343
344        /// rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback
345        /// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback.
346        void    rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const; 
347
348        // convexTest performs a swept convex cast on all objects in the btCollisionWorld, and calls the resultCallback
349        // This allows for several queries: first hit, all hits, any hit, dependent on the value return by the callback.
350        void    convexSweepTest (const btConvexShape* castShape, const btTransform& from, const btTransform& to, ConvexResultCallback& resultCallback) const;
351
352
353        /// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
354        /// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
355        /// This allows more customization.
356        static void     rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
357                                          btCollisionObject* collisionObject,
358                                          const btCollisionShape* collisionShape,
359                                          const btTransform& colObjWorldTransform,
360                                          RayResultCallback& resultCallback);
361
362        /// objectQuerySingle performs a collision detection query and calls the resultCallback. It is used internally by rayTest.
363        static void     objectQuerySingle(const btConvexShape* castShape, const btTransform& rayFromTrans,const btTransform& rayToTrans,
364                                          btCollisionObject* collisionObject,
365                                          const btCollisionShape* collisionShape,
366                                          const btTransform& colObjWorldTransform,
367                                          ConvexResultCallback& resultCallback, btScalar        allowedPenetration);
368
369        void    addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::DefaultFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter);
370
371        btCollisionObjectArray& getCollisionObjectArray()
372        {
373                return m_collisionObjects;
374        }
375
376        const btCollisionObjectArray& getCollisionObjectArray() const
377        {
378                return m_collisionObjects;
379        }
380
381
382        void    removeCollisionObject(btCollisionObject* collisionObject);
383
384        virtual void    performDiscreteCollisionDetection();
385
386        btDispatcherInfo& getDispatchInfo()
387        {
388                return m_dispatchInfo;
389        }
390
391        const btDispatcherInfo& getDispatchInfo() const
392        {
393                return m_dispatchInfo;
394        }
395
396};
397
398
399#endif //COLLISION_WORLD_H
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