[1963] | 1 | /* |
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| 2 | Bullet Continuous Collision Detection and Physics Library |
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[2430] | 3 | Copyright (c) 2003-2006 Erwin Coumans http://bulletphysics.com/Bullet/ |
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[1963] | 4 | |
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| 5 | This software is provided 'as-is', without any express or implied warranty. |
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| 6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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| 7 | Permission is granted to anyone to use this software for any purpose, |
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| 8 | including commercial applications, and to alter it and redistribute it freely, |
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| 9 | subject to the following restrictions: |
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| 10 | |
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| 11 | 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. |
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| 12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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| 13 | 3. This notice may not be removed or altered from any source distribution. |
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| 14 | */ |
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| 15 | |
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| 16 | |
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| 17 | /** |
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| 18 | * @mainpage Bullet Documentation |
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| 19 | * |
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| 20 | * @section intro_sec Introduction |
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| 21 | * Bullet Collision Detection & Physics SDK |
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| 22 | * |
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| 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 ). |
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| 24 | * |
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[2430] | 25 | * There is the Physics Forum for feedback and general Collision Detection and Physics discussions. |
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| 26 | * Please visit http://www.bulletphysics.com |
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[1963] | 27 | * |
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| 28 | * @section install_sec Installation |
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| 29 | * |
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| 30 | * @subsection step1 Step 1: Download |
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[2430] | 31 | * You can download the Bullet Physics Library from the Google Code repository: http://code.google.com/p/bullet/downloads/list |
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[1963] | 32 | * @subsection step2 Step 2: Building |
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| 33 | * Bullet comes with autogenerated Project Files for Microsoft Visual Studio 6, 7, 7.1 and 8. |
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| 34 | * The main Workspace/Solution is located in Bullet/msvc/8/wksbullet.sln (replace 8 with your version). |
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| 35 | * |
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[2430] | 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. |
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[1963] | 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. |
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| 38 | * Jam is a build system that can build the library, demos and also autogenerate the MSVC Project Files. |
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[2430] | 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/jam |
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[1963] | 40 | * |
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| 41 | * @subsection step3 Step 3: Testing demos |
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| 42 | * Try to run and experiment with BasicDemo executable as a starting point. |
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| 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. |
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| 44 | * The Dependencies can be seen in this documentation under Directories |
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| 45 | * |
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| 46 | * @subsection step4 Step 4: Integrating in your application, full Rigid Body and Soft Body simulation |
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| 47 | * Check out BasicDemo how to create a btDynamicsWorld, btRigidBody and btCollisionShape, Stepping the simulation and synchronizing your graphics object transform. |
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| 48 | * Check out SoftDemo how to use soft body dynamics, using btSoftRigidDynamicsWorld. |
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| 49 | * @subsection step5 Step 5 : Integrate the Collision Detection Library (without Dynamics and other Extras) |
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| 50 | * Bullet Collision Detection can also be used without the Dynamics/Extras. |
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| 51 | * Check out btCollisionWorld and btCollisionObject, and the CollisionInterfaceDemo. |
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| 52 | * @subsection step6 Step 6 : Use Snippets like the GJK Closest Point calculation. |
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| 53 | * Bullet has been designed in a modular way keeping dependencies to a minimum. The ConvexHullDistance demo demonstrates direct use of btGjkPairDetector. |
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| 54 | * |
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| 55 | * @section copyright Copyright |
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| 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 |
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| 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, |
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| 58 | * Pierre Terdiman, Kenny Erleben, Russell Smith, Oliver Strunk, Jan Paul van Waveren, Marten Svanfeldt. |
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| 59 | * |
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| 60 | */ |
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| 61 | |
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| 62 | |
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| 63 | |
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| 64 | #ifndef COLLISION_WORLD_H |
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| 65 | #define COLLISION_WORLD_H |
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| 66 | |
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| 67 | class btStackAlloc; |
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| 68 | class btCollisionShape; |
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| 69 | class btConvexShape; |
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| 70 | class btBroadphaseInterface; |
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| 71 | #include "LinearMath/btVector3.h" |
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| 72 | #include "LinearMath/btTransform.h" |
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| 73 | #include "btCollisionObject.h" |
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[2430] | 74 | #include "btCollisionDispatcher.h" |
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[1963] | 75 | #include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h" |
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| 76 | #include "LinearMath/btAlignedObjectArray.h" |
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| 77 | |
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| 78 | ///CollisionWorld is interface and container for the collision detection |
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| 79 | class btCollisionWorld |
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| 80 | { |
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| 81 | |
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| 82 | |
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| 83 | protected: |
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| 84 | |
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| 85 | btAlignedObjectArray<btCollisionObject*> m_collisionObjects; |
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| 86 | |
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| 87 | btDispatcher* m_dispatcher1; |
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| 88 | |
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| 89 | btDispatcherInfo m_dispatchInfo; |
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| 90 | |
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| 91 | btStackAlloc* m_stackAlloc; |
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| 92 | |
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| 93 | btBroadphaseInterface* m_broadphasePairCache; |
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| 94 | |
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| 95 | btIDebugDraw* m_debugDrawer; |
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| 96 | |
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| 97 | |
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| 98 | public: |
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| 99 | |
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| 100 | //this constructor doesn't own the dispatcher and paircache/broadphase |
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| 101 | btCollisionWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphasePairCache, btCollisionConfiguration* collisionConfiguration); |
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| 102 | |
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| 103 | virtual ~btCollisionWorld(); |
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| 104 | |
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| 105 | void setBroadphase(btBroadphaseInterface* pairCache) |
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| 106 | { |
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| 107 | m_broadphasePairCache = pairCache; |
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| 108 | } |
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| 109 | |
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[2430] | 110 | const btBroadphaseInterface* getBroadphase() const |
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| 111 | { |
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| 112 | return m_broadphasePairCache; |
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| 113 | } |
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| 114 | |
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[1963] | 115 | btBroadphaseInterface* getBroadphase() |
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| 116 | { |
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| 117 | return m_broadphasePairCache; |
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| 118 | } |
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| 119 | |
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| 120 | btOverlappingPairCache* getPairCache() |
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| 121 | { |
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| 122 | return m_broadphasePairCache->getOverlappingPairCache(); |
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| 123 | } |
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| 124 | |
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| 125 | |
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| 126 | btDispatcher* getDispatcher() |
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| 127 | { |
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| 128 | return m_dispatcher1; |
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| 129 | } |
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| 130 | |
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| 131 | const btDispatcher* getDispatcher() const |
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| 132 | { |
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| 133 | return m_dispatcher1; |
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| 134 | } |
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| 135 | |
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| 136 | virtual void updateAabbs(); |
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| 137 | |
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[2430] | 138 | |
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[1963] | 139 | virtual void setDebugDrawer(btIDebugDraw* debugDrawer) |
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| 140 | { |
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| 141 | m_debugDrawer = debugDrawer; |
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| 142 | } |
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| 143 | |
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| 144 | virtual btIDebugDraw* getDebugDrawer() |
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| 145 | { |
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| 146 | return m_debugDrawer; |
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| 147 | } |
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| 148 | |
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| 149 | |
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| 150 | ///LocalShapeInfo gives extra information for complex shapes |
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| 151 | ///Currently, only btTriangleMeshShape is available, so it just contains triangleIndex and subpart |
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| 152 | struct LocalShapeInfo |
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| 153 | { |
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| 154 | int m_shapePart; |
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| 155 | int m_triangleIndex; |
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| 156 | |
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| 157 | //const btCollisionShape* m_shapeTemp; |
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| 158 | //const btTransform* m_shapeLocalTransform; |
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| 159 | }; |
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| 160 | |
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| 161 | struct LocalRayResult |
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| 162 | { |
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| 163 | LocalRayResult(btCollisionObject* collisionObject, |
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| 164 | LocalShapeInfo* localShapeInfo, |
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| 165 | const btVector3& hitNormalLocal, |
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| 166 | btScalar hitFraction) |
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| 167 | :m_collisionObject(collisionObject), |
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| 168 | m_localShapeInfo(localShapeInfo), |
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| 169 | m_hitNormalLocal(hitNormalLocal), |
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| 170 | m_hitFraction(hitFraction) |
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| 171 | { |
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| 172 | } |
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| 173 | |
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| 174 | btCollisionObject* m_collisionObject; |
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| 175 | LocalShapeInfo* m_localShapeInfo; |
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| 176 | btVector3 m_hitNormalLocal; |
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| 177 | btScalar m_hitFraction; |
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| 178 | |
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| 179 | }; |
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| 180 | |
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| 181 | ///RayResultCallback is used to report new raycast results |
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| 182 | struct RayResultCallback |
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| 183 | { |
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| 184 | btScalar m_closestHitFraction; |
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| 185 | btCollisionObject* m_collisionObject; |
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| 186 | short int m_collisionFilterGroup; |
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| 187 | short int m_collisionFilterMask; |
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| 188 | |
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| 189 | virtual ~RayResultCallback() |
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| 190 | { |
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| 191 | } |
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| 192 | bool hasHit() const |
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| 193 | { |
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| 194 | return (m_collisionObject != 0); |
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| 195 | } |
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| 196 | |
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| 197 | RayResultCallback() |
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| 198 | :m_closestHitFraction(btScalar(1.)), |
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| 199 | m_collisionObject(0), |
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| 200 | m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter), |
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| 201 | m_collisionFilterMask(btBroadphaseProxy::AllFilter) |
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| 202 | { |
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| 203 | } |
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| 204 | |
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| 205 | virtual bool needsCollision(btBroadphaseProxy* proxy0) const |
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| 206 | { |
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| 207 | bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0; |
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| 208 | collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask); |
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| 209 | return collides; |
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| 210 | } |
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| 211 | |
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| 212 | |
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| 213 | virtual btScalar addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace) = 0; |
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| 214 | }; |
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| 215 | |
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| 216 | struct ClosestRayResultCallback : public RayResultCallback |
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| 217 | { |
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| 218 | ClosestRayResultCallback(const btVector3& rayFromWorld,const btVector3& rayToWorld) |
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| 219 | :m_rayFromWorld(rayFromWorld), |
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| 220 | m_rayToWorld(rayToWorld) |
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| 221 | { |
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| 222 | } |
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| 223 | |
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| 224 | btVector3 m_rayFromWorld;//used to calculate hitPointWorld from hitFraction |
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| 225 | btVector3 m_rayToWorld; |
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| 226 | |
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| 227 | btVector3 m_hitNormalWorld; |
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| 228 | btVector3 m_hitPointWorld; |
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| 229 | |
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| 230 | virtual btScalar addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace) |
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| 231 | { |
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| 232 | //caller already does the filter on the m_closestHitFraction |
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| 233 | btAssert(rayResult.m_hitFraction <= m_closestHitFraction); |
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| 234 | |
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| 235 | m_closestHitFraction = rayResult.m_hitFraction; |
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| 236 | m_collisionObject = rayResult.m_collisionObject; |
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| 237 | if (normalInWorldSpace) |
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| 238 | { |
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| 239 | m_hitNormalWorld = rayResult.m_hitNormalLocal; |
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| 240 | } else |
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| 241 | { |
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| 242 | ///need to transform normal into worldspace |
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| 243 | m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis()*rayResult.m_hitNormalLocal; |
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| 244 | } |
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| 245 | m_hitPointWorld.setInterpolate3(m_rayFromWorld,m_rayToWorld,rayResult.m_hitFraction); |
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| 246 | return rayResult.m_hitFraction; |
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| 247 | } |
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| 248 | }; |
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| 249 | |
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| 250 | |
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| 251 | struct LocalConvexResult |
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| 252 | { |
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| 253 | LocalConvexResult(btCollisionObject* hitCollisionObject, |
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| 254 | LocalShapeInfo* localShapeInfo, |
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| 255 | const btVector3& hitNormalLocal, |
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| 256 | const btVector3& hitPointLocal, |
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| 257 | btScalar hitFraction |
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| 258 | ) |
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| 259 | :m_hitCollisionObject(hitCollisionObject), |
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| 260 | m_localShapeInfo(localShapeInfo), |
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| 261 | m_hitNormalLocal(hitNormalLocal), |
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| 262 | m_hitPointLocal(hitPointLocal), |
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| 263 | m_hitFraction(hitFraction) |
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| 264 | { |
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| 265 | } |
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| 266 | |
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| 267 | btCollisionObject* m_hitCollisionObject; |
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| 268 | LocalShapeInfo* m_localShapeInfo; |
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| 269 | btVector3 m_hitNormalLocal; |
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| 270 | btVector3 m_hitPointLocal; |
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| 271 | btScalar m_hitFraction; |
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| 272 | }; |
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| 273 | |
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| 274 | ///RayResultCallback is used to report new raycast results |
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| 275 | struct ConvexResultCallback |
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| 276 | { |
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| 277 | btScalar m_closestHitFraction; |
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| 278 | short int m_collisionFilterGroup; |
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| 279 | short int m_collisionFilterMask; |
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| 280 | |
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| 281 | ConvexResultCallback() |
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| 282 | :m_closestHitFraction(btScalar(1.)), |
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| 283 | m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter), |
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| 284 | m_collisionFilterMask(btBroadphaseProxy::AllFilter) |
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| 285 | { |
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| 286 | } |
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| 287 | |
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| 288 | virtual ~ConvexResultCallback() |
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| 289 | { |
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| 290 | } |
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| 291 | |
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| 292 | bool hasHit() const |
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| 293 | { |
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| 294 | return (m_closestHitFraction < btScalar(1.)); |
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| 295 | } |
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| 296 | |
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| 297 | |
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| 298 | |
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| 299 | virtual bool needsCollision(btBroadphaseProxy* proxy0) const |
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| 300 | { |
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| 301 | bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0; |
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| 302 | collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask); |
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| 303 | return collides; |
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| 304 | } |
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| 305 | |
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| 306 | virtual btScalar addSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace) = 0; |
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| 307 | }; |
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| 308 | |
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| 309 | struct ClosestConvexResultCallback : public ConvexResultCallback |
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| 310 | { |
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| 311 | ClosestConvexResultCallback(const btVector3& convexFromWorld,const btVector3& convexToWorld) |
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| 312 | :m_convexFromWorld(convexFromWorld), |
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| 313 | m_convexToWorld(convexToWorld), |
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| 314 | m_hitCollisionObject(0) |
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| 315 | { |
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| 316 | } |
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| 317 | |
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| 318 | btVector3 m_convexFromWorld;//used to calculate hitPointWorld from hitFraction |
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| 319 | btVector3 m_convexToWorld; |
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| 320 | |
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| 321 | btVector3 m_hitNormalWorld; |
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| 322 | btVector3 m_hitPointWorld; |
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| 323 | btCollisionObject* m_hitCollisionObject; |
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| 324 | |
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| 325 | virtual btScalar addSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace) |
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| 326 | { |
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| 327 | //caller already does the filter on the m_closestHitFraction |
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| 328 | btAssert(convexResult.m_hitFraction <= m_closestHitFraction); |
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| 329 | |
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| 330 | m_closestHitFraction = convexResult.m_hitFraction; |
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| 331 | m_hitCollisionObject = convexResult.m_hitCollisionObject; |
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| 332 | if (normalInWorldSpace) |
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| 333 | { |
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| 334 | m_hitNormalWorld = convexResult.m_hitNormalLocal; |
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| 335 | } else |
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| 336 | { |
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| 337 | ///need to transform normal into worldspace |
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| 338 | m_hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal; |
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| 339 | } |
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| 340 | m_hitPointWorld = convexResult.m_hitPointLocal; |
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| 341 | return convexResult.m_hitFraction; |
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| 342 | } |
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| 343 | }; |
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| 344 | |
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| 345 | int getNumCollisionObjects() const |
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| 346 | { |
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| 347 | return int(m_collisionObjects.size()); |
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| 348 | } |
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| 349 | |
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| 350 | /// rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback |
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| 351 | /// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback. |
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| 352 | void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const; |
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| 353 | |
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| 354 | // convexTest performs a swept convex cast on all objects in the btCollisionWorld, and calls the resultCallback |
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| 355 | // This allows for several queries: first hit, all hits, any hit, dependent on the value return by the callback. |
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[2430] | 356 | void convexSweepTest (const btConvexShape* castShape, const btTransform& from, const btTransform& to, ConvexResultCallback& resultCallback, btScalar allowedCcdPenetration = btScalar(0.)) const; |
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[1963] | 357 | |
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| 358 | |
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| 359 | /// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest. |
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| 360 | /// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape. |
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| 361 | /// This allows more customization. |
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| 362 | static void rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans, |
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| 363 | btCollisionObject* collisionObject, |
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| 364 | const btCollisionShape* collisionShape, |
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| 365 | const btTransform& colObjWorldTransform, |
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| 366 | RayResultCallback& resultCallback); |
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| 367 | |
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| 368 | /// objectQuerySingle performs a collision detection query and calls the resultCallback. It is used internally by rayTest. |
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| 369 | static void objectQuerySingle(const btConvexShape* castShape, const btTransform& rayFromTrans,const btTransform& rayToTrans, |
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| 370 | btCollisionObject* collisionObject, |
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| 371 | const btCollisionShape* collisionShape, |
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| 372 | const btTransform& colObjWorldTransform, |
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| 373 | ConvexResultCallback& resultCallback, btScalar allowedPenetration); |
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| 374 | |
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| 375 | void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::DefaultFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter); |
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| 376 | |
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| 377 | btCollisionObjectArray& getCollisionObjectArray() |
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| 378 | { |
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| 379 | return m_collisionObjects; |
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| 380 | } |
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| 381 | |
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| 382 | const btCollisionObjectArray& getCollisionObjectArray() const |
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| 383 | { |
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| 384 | return m_collisionObjects; |
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| 385 | } |
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| 386 | |
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| 387 | |
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| 388 | void removeCollisionObject(btCollisionObject* collisionObject); |
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| 389 | |
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| 390 | virtual void performDiscreteCollisionDetection(); |
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| 391 | |
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| 392 | btDispatcherInfo& getDispatchInfo() |
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| 393 | { |
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| 394 | return m_dispatchInfo; |
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| 395 | } |
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| 396 | |
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| 397 | const btDispatcherInfo& getDispatchInfo() const |
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| 398 | { |
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| 399 | return m_dispatchInfo; |
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| 400 | } |
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| 401 | |
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| 402 | }; |
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| 403 | |
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| 404 | |
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| 405 | #endif //COLLISION_WORLD_H |
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