1 | /* |
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2 | Bullet Continuous Collision Detection and Physics Library |
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3 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
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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 | #ifndef COLLISION_OBJECT_H |
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17 | #define COLLISION_OBJECT_H |
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18 | |
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19 | #include "LinearMath/btTransform.h" |
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20 | |
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21 | //island management, m_activationState1 |
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22 | #define ACTIVE_TAG 1 |
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23 | #define ISLAND_SLEEPING 2 |
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24 | #define WANTS_DEACTIVATION 3 |
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25 | #define DISABLE_DEACTIVATION 4 |
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26 | #define DISABLE_SIMULATION 5 |
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27 | |
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28 | struct btBroadphaseProxy; |
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29 | class btCollisionShape; |
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30 | #include "LinearMath/btMotionState.h" |
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31 | #include "LinearMath/btAlignedAllocator.h" |
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32 | #include "LinearMath/btAlignedObjectArray.h" |
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33 | |
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34 | |
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35 | typedef btAlignedObjectArray<class btCollisionObject*> btCollisionObjectArray; |
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36 | |
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37 | |
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38 | /// btCollisionObject can be used to manage collision detection objects. |
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39 | /// btCollisionObject maintains all information that is needed for a collision detection: Shape, Transform and AABB proxy. |
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40 | /// They can be added to the btCollisionWorld. |
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41 | ATTRIBUTE_ALIGNED16(class) btCollisionObject |
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42 | { |
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43 | |
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44 | protected: |
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45 | |
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46 | btTransform m_worldTransform; |
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47 | |
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48 | ///m_interpolationWorldTransform is used for CCD and interpolation |
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49 | ///it can be either previous or future (predicted) transform |
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50 | btTransform m_interpolationWorldTransform; |
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51 | //those two are experimental: just added for bullet time effect, so you can still apply impulses (directly modifying velocities) |
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52 | //without destroying the continuous interpolated motion (which uses this interpolation velocities) |
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53 | btVector3 m_interpolationLinearVelocity; |
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54 | btVector3 m_interpolationAngularVelocity; |
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55 | |
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56 | btVector3 m_anisotropicFriction; |
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57 | bool m_hasAnisotropicFriction; |
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58 | btScalar m_contactProcessingThreshold; |
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59 | |
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60 | btBroadphaseProxy* m_broadphaseHandle; |
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61 | btCollisionShape* m_collisionShape; |
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62 | |
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63 | ///m_rootCollisionShape is temporarily used to store the original collision shape |
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64 | ///The m_collisionShape might be temporarily replaced by a child collision shape during collision detection purposes |
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65 | ///If it is NULL, the m_collisionShape is not temporarily replaced. |
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66 | btCollisionShape* m_rootCollisionShape; |
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67 | |
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68 | int m_collisionFlags; |
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69 | |
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70 | int m_islandTag1; |
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71 | int m_companionId; |
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72 | |
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73 | int m_activationState1; |
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74 | btScalar m_deactivationTime; |
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75 | |
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76 | btScalar m_friction; |
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77 | btScalar m_restitution; |
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78 | |
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79 | ///users can point to their objects, m_userPointer is not used by Bullet, see setUserPointer/getUserPointer |
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80 | void* m_userObjectPointer; |
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81 | |
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82 | ///m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody, btGhostObject etc. |
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83 | ///do not assign your own m_internalType unless you write a new dynamics object class. |
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84 | int m_internalType; |
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85 | |
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86 | ///time of impact calculation |
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87 | btScalar m_hitFraction; |
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88 | |
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89 | ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:: |
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90 | btScalar m_ccdSweptSphereRadius; |
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91 | |
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92 | /// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold |
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93 | btScalar m_ccdMotionThreshold; |
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94 | |
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95 | /// If some object should have elaborate collision filtering by sub-classes |
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96 | bool m_checkCollideWith; |
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97 | |
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98 | char m_pad[7]; |
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99 | |
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100 | virtual bool checkCollideWithOverride(btCollisionObject* /* co */) |
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101 | { |
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102 | return true; |
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103 | } |
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104 | |
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105 | public: |
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106 | |
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107 | BT_DECLARE_ALIGNED_ALLOCATOR(); |
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108 | |
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109 | enum CollisionFlags |
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110 | { |
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111 | CF_STATIC_OBJECT= 1, |
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112 | CF_KINEMATIC_OBJECT= 2, |
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113 | CF_NO_CONTACT_RESPONSE = 4, |
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114 | CF_CUSTOM_MATERIAL_CALLBACK = 8,//this allows per-triangle material (friction/restitution) |
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115 | CF_CHARACTER_OBJECT = 16 |
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116 | }; |
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117 | |
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118 | enum CollisionObjectTypes |
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119 | { |
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120 | CO_COLLISION_OBJECT =1, |
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121 | CO_RIGID_BODY, |
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122 | ///CO_GHOST_OBJECT keeps track of all objects overlapping its AABB and that pass its collision filter |
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123 | ///It is useful for collision sensors, explosion objects, character controller etc. |
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124 | CO_GHOST_OBJECT, |
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125 | CO_SOFT_BODY, |
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126 | CO_HF_FLUID |
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127 | }; |
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128 | |
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129 | SIMD_FORCE_INLINE bool mergesSimulationIslands() const |
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130 | { |
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131 | ///static objects, kinematic and object without contact response don't merge islands |
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132 | return ((m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OBJECT | CF_NO_CONTACT_RESPONSE) )==0); |
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133 | } |
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134 | |
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135 | const btVector3& getAnisotropicFriction() const |
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136 | { |
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137 | return m_anisotropicFriction; |
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138 | } |
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139 | void setAnisotropicFriction(const btVector3& anisotropicFriction) |
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140 | { |
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141 | m_anisotropicFriction = anisotropicFriction; |
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142 | m_hasAnisotropicFriction = (anisotropicFriction[0]!=1.f) || (anisotropicFriction[1]!=1.f) || (anisotropicFriction[2]!=1.f); |
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143 | } |
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144 | bool hasAnisotropicFriction() const |
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145 | { |
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146 | return m_hasAnisotropicFriction; |
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147 | } |
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148 | |
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149 | ///the constraint solver can discard solving contacts, if the distance is above this threshold. 0 by default. |
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150 | ///Note that using contacts with positive distance can improve stability. It increases, however, the chance of colliding with degerate contacts, such as 'interior' triangle edges |
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151 | void setContactProcessingThreshold( btScalar contactProcessingThreshold) |
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152 | { |
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153 | m_contactProcessingThreshold = contactProcessingThreshold; |
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154 | } |
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155 | btScalar getContactProcessingThreshold() const |
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156 | { |
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157 | return m_contactProcessingThreshold; |
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158 | } |
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159 | |
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160 | SIMD_FORCE_INLINE bool isStaticObject() const { |
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161 | return (m_collisionFlags & CF_STATIC_OBJECT) != 0; |
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162 | } |
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163 | |
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164 | SIMD_FORCE_INLINE bool isKinematicObject() const |
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165 | { |
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166 | return (m_collisionFlags & CF_KINEMATIC_OBJECT) != 0; |
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167 | } |
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168 | |
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169 | SIMD_FORCE_INLINE bool isStaticOrKinematicObject() const |
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170 | { |
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171 | return (m_collisionFlags & (CF_KINEMATIC_OBJECT | CF_STATIC_OBJECT)) != 0 ; |
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172 | } |
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173 | |
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174 | SIMD_FORCE_INLINE bool hasContactResponse() const { |
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175 | return (m_collisionFlags & CF_NO_CONTACT_RESPONSE)==0; |
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176 | } |
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177 | |
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178 | |
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179 | btCollisionObject(); |
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180 | |
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181 | virtual ~btCollisionObject(); |
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182 | |
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183 | virtual void setCollisionShape(btCollisionShape* collisionShape) |
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184 | { |
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185 | m_collisionShape = collisionShape; |
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186 | m_rootCollisionShape = collisionShape; |
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187 | } |
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188 | |
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189 | SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const |
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190 | { |
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191 | return m_collisionShape; |
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192 | } |
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193 | |
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194 | SIMD_FORCE_INLINE btCollisionShape* getCollisionShape() |
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195 | { |
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196 | return m_collisionShape; |
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197 | } |
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198 | |
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199 | SIMD_FORCE_INLINE const btCollisionShape* getRootCollisionShape() const |
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200 | { |
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201 | return m_rootCollisionShape; |
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202 | } |
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203 | |
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204 | SIMD_FORCE_INLINE btCollisionShape* getRootCollisionShape() |
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205 | { |
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206 | return m_rootCollisionShape; |
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207 | } |
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208 | |
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209 | ///Avoid using this internal API call |
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210 | ///internalSetTemporaryCollisionShape is used to temporary replace the actual collision shape by a child collision shape. |
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211 | void internalSetTemporaryCollisionShape(btCollisionShape* collisionShape) |
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212 | { |
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213 | m_collisionShape = collisionShape; |
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214 | } |
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215 | |
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216 | SIMD_FORCE_INLINE int getActivationState() const { return m_activationState1;} |
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217 | |
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218 | void setActivationState(int newState); |
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219 | |
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220 | void setDeactivationTime(btScalar time) |
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221 | { |
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222 | m_deactivationTime = time; |
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223 | } |
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224 | btScalar getDeactivationTime() const |
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225 | { |
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226 | return m_deactivationTime; |
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227 | } |
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228 | |
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229 | void forceActivationState(int newState); |
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230 | |
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231 | void activate(bool forceActivation = false); |
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232 | |
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233 | SIMD_FORCE_INLINE bool isActive() const |
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234 | { |
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235 | return ((getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION)); |
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236 | } |
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237 | |
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238 | void setRestitution(btScalar rest) |
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239 | { |
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240 | m_restitution = rest; |
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241 | } |
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242 | btScalar getRestitution() const |
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243 | { |
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244 | return m_restitution; |
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245 | } |
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246 | void setFriction(btScalar frict) |
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247 | { |
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248 | m_friction = frict; |
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249 | } |
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250 | btScalar getFriction() const |
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251 | { |
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252 | return m_friction; |
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253 | } |
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254 | |
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255 | ///reserved for Bullet internal usage |
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256 | int getInternalType() const |
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257 | { |
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258 | return m_internalType; |
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259 | } |
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260 | |
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261 | btTransform& getWorldTransform() |
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262 | { |
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263 | return m_worldTransform; |
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264 | } |
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265 | |
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266 | const btTransform& getWorldTransform() const |
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267 | { |
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268 | return m_worldTransform; |
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269 | } |
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270 | |
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271 | void setWorldTransform(const btTransform& worldTrans) |
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272 | { |
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273 | m_worldTransform = worldTrans; |
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274 | } |
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275 | |
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276 | |
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277 | SIMD_FORCE_INLINE btBroadphaseProxy* getBroadphaseHandle() |
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278 | { |
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279 | return m_broadphaseHandle; |
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280 | } |
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281 | |
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282 | SIMD_FORCE_INLINE const btBroadphaseProxy* getBroadphaseHandle() const |
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283 | { |
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284 | return m_broadphaseHandle; |
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285 | } |
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286 | |
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287 | void setBroadphaseHandle(btBroadphaseProxy* handle) |
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288 | { |
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289 | m_broadphaseHandle = handle; |
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290 | } |
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291 | |
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292 | |
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293 | const btTransform& getInterpolationWorldTransform() const |
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294 | { |
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295 | return m_interpolationWorldTransform; |
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296 | } |
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297 | |
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298 | btTransform& getInterpolationWorldTransform() |
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299 | { |
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300 | return m_interpolationWorldTransform; |
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301 | } |
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302 | |
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303 | void setInterpolationWorldTransform(const btTransform& trans) |
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304 | { |
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305 | m_interpolationWorldTransform = trans; |
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306 | } |
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307 | |
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308 | void setInterpolationLinearVelocity(const btVector3& linvel) |
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309 | { |
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310 | m_interpolationLinearVelocity = linvel; |
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311 | } |
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312 | |
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313 | void setInterpolationAngularVelocity(const btVector3& angvel) |
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314 | { |
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315 | m_interpolationAngularVelocity = angvel; |
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316 | } |
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317 | |
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318 | const btVector3& getInterpolationLinearVelocity() const |
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319 | { |
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320 | return m_interpolationLinearVelocity; |
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321 | } |
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322 | |
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323 | const btVector3& getInterpolationAngularVelocity() const |
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324 | { |
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325 | return m_interpolationAngularVelocity; |
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326 | } |
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327 | |
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328 | SIMD_FORCE_INLINE int getIslandTag() const |
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329 | { |
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330 | return m_islandTag1; |
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331 | } |
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332 | |
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333 | void setIslandTag(int tag) |
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334 | { |
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335 | m_islandTag1 = tag; |
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336 | } |
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337 | |
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338 | SIMD_FORCE_INLINE int getCompanionId() const |
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339 | { |
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340 | return m_companionId; |
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341 | } |
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342 | |
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343 | void setCompanionId(int id) |
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344 | { |
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345 | m_companionId = id; |
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346 | } |
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347 | |
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348 | SIMD_FORCE_INLINE btScalar getHitFraction() const |
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349 | { |
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350 | return m_hitFraction; |
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351 | } |
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352 | |
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353 | void setHitFraction(btScalar hitFraction) |
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354 | { |
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355 | m_hitFraction = hitFraction; |
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356 | } |
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357 | |
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358 | |
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359 | SIMD_FORCE_INLINE int getCollisionFlags() const |
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360 | { |
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361 | return m_collisionFlags; |
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362 | } |
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363 | |
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364 | void setCollisionFlags(int flags) |
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365 | { |
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366 | m_collisionFlags = flags; |
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367 | } |
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368 | |
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369 | ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:: |
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370 | btScalar getCcdSweptSphereRadius() const |
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371 | { |
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372 | return m_ccdSweptSphereRadius; |
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373 | } |
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374 | |
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375 | ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:: |
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376 | void setCcdSweptSphereRadius(btScalar radius) |
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377 | { |
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378 | m_ccdSweptSphereRadius = radius; |
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379 | } |
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380 | |
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381 | btScalar getCcdMotionThreshold() const |
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382 | { |
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383 | return m_ccdMotionThreshold; |
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384 | } |
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385 | |
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386 | btScalar getCcdSquareMotionThreshold() const |
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387 | { |
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388 | return m_ccdMotionThreshold*m_ccdMotionThreshold; |
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389 | } |
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390 | |
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391 | |
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392 | |
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393 | /// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold |
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394 | void setCcdMotionThreshold(btScalar ccdMotionThreshold) |
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395 | { |
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396 | m_ccdMotionThreshold = ccdMotionThreshold*ccdMotionThreshold; |
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397 | } |
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398 | |
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399 | ///users can point to their objects, userPointer is not used by Bullet |
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400 | void* getUserPointer() const |
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401 | { |
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402 | return m_userObjectPointer; |
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403 | } |
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404 | |
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405 | ///users can point to their objects, userPointer is not used by Bullet |
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406 | void setUserPointer(void* userPointer) |
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407 | { |
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408 | m_userObjectPointer = userPointer; |
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409 | } |
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410 | |
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411 | |
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412 | inline bool checkCollideWith(btCollisionObject* co) |
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413 | { |
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414 | if (m_checkCollideWith) |
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415 | return checkCollideWithOverride(co); |
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416 | |
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417 | return true; |
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418 | } |
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419 | }; |
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420 | |
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421 | #endif //COLLISION_OBJECT_H |
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