197 lines
7.5 KiB
C++
197 lines
7.5 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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///b3DynamicBvhBroadphase implementation by Nathanael Presson
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#ifndef B3_DBVT_BROADPHASE_H
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#define B3_DBVT_BROADPHASE_H
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#include "Bullet3Collision/BroadPhaseCollision/b3DynamicBvh.h"
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#include "Bullet3Collision/BroadPhaseCollision/b3OverlappingPairCache.h"
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "b3BroadphaseCallback.h"
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//
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// Compile time config
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//
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#define B3_DBVT_BP_PROFILE 0
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//#define B3_DBVT_BP_SORTPAIRS 1
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#define B3_DBVT_BP_PREVENTFALSEUPDATE 0
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#define B3_DBVT_BP_ACCURATESLEEPING 0
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#define B3_DBVT_BP_ENABLE_BENCHMARK 0
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#define B3_DBVT_BP_MARGIN (b3Scalar)0.05
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#if B3_DBVT_BP_PROFILE
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#define B3_DBVT_BP_PROFILING_RATE 256
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#endif
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B3_ATTRIBUTE_ALIGNED16(struct)
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b3BroadphaseProxy
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{
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B3_DECLARE_ALIGNED_ALLOCATOR();
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///optional filtering to cull potential collisions
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enum CollisionFilterGroups
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{
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DefaultFilter = 1,
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StaticFilter = 2,
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KinematicFilter = 4,
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DebrisFilter = 8,
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SensorTrigger = 16,
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CharacterFilter = 32,
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AllFilter = -1 //all bits sets: DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter | SensorTrigger
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};
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//Usually the client b3CollisionObject or Rigidbody class
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void* m_clientObject;
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int m_collisionFilterGroup;
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int m_collisionFilterMask;
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int m_uniqueId; //m_uniqueId is introduced for paircache. could get rid of this, by calculating the address offset etc.
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b3Vector3 m_aabbMin;
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b3Vector3 m_aabbMax;
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B3_FORCE_INLINE int getUid() const
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{
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return m_uniqueId;
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}
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//used for memory pools
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b3BroadphaseProxy() : m_clientObject(0)
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{
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}
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b3BroadphaseProxy(const b3Vector3& aabbMin, const b3Vector3& aabbMax, void* userPtr, int collisionFilterGroup, int collisionFilterMask)
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: m_clientObject(userPtr),
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m_collisionFilterGroup(collisionFilterGroup),
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m_collisionFilterMask(collisionFilterMask),
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m_aabbMin(aabbMin),
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m_aabbMax(aabbMax)
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{
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}
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};
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//
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// b3DbvtProxy
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//
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struct b3DbvtProxy : b3BroadphaseProxy
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{
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/* Fields */
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//b3DbvtAabbMm aabb;
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b3DbvtNode* leaf;
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b3DbvtProxy* links[2];
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int stage;
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/* ctor */
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explicit b3DbvtProxy() {}
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b3DbvtProxy(const b3Vector3& aabbMin, const b3Vector3& aabbMax, void* userPtr, int collisionFilterGroup, int collisionFilterMask) : b3BroadphaseProxy(aabbMin, aabbMax, userPtr, collisionFilterGroup, collisionFilterMask)
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{
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links[0] = links[1] = 0;
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}
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};
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typedef b3AlignedObjectArray<b3DbvtProxy*> b3DbvtProxyArray;
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///The b3DynamicBvhBroadphase implements a broadphase using two dynamic AABB bounding volume hierarchies/trees (see b3DynamicBvh).
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///One tree is used for static/non-moving objects, and another tree is used for dynamic objects. Objects can move from one tree to the other.
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///This is a very fast broadphase, especially for very dynamic worlds where many objects are moving. Its insert/add and remove of objects is generally faster than the sweep and prune broadphases b3AxisSweep3 and b332BitAxisSweep3.
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struct b3DynamicBvhBroadphase
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{
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/* Config */
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enum
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{
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DYNAMIC_SET = 0, /* Dynamic set index */
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FIXED_SET = 1, /* Fixed set index */
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STAGECOUNT = 2 /* Number of stages */
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};
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/* Fields */
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b3DynamicBvh m_sets[2]; // Dbvt sets
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b3DbvtProxy* m_stageRoots[STAGECOUNT + 1]; // Stages list
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b3AlignedObjectArray<b3DbvtProxy> m_proxies;
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b3OverlappingPairCache* m_paircache; // Pair cache
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b3Scalar m_prediction; // Velocity prediction
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int m_stageCurrent; // Current stage
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int m_fupdates; // % of fixed updates per frame
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int m_dupdates; // % of dynamic updates per frame
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int m_cupdates; // % of cleanup updates per frame
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int m_newpairs; // Number of pairs created
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int m_fixedleft; // Fixed optimization left
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unsigned m_updates_call; // Number of updates call
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unsigned m_updates_done; // Number of updates done
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b3Scalar m_updates_ratio; // m_updates_done/m_updates_call
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int m_pid; // Parse id
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int m_cid; // Cleanup index
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bool m_releasepaircache; // Release pair cache on delete
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bool m_deferedcollide; // Defere dynamic/static collision to collide call
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bool m_needcleanup; // Need to run cleanup?
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#if B3_DBVT_BP_PROFILE
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b3Clock m_clock;
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struct
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{
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unsigned long m_total;
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unsigned long m_ddcollide;
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unsigned long m_fdcollide;
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unsigned long m_cleanup;
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unsigned long m_jobcount;
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} m_profiling;
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#endif
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/* Methods */
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b3DynamicBvhBroadphase(int proxyCapacity, b3OverlappingPairCache* paircache = 0);
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virtual ~b3DynamicBvhBroadphase();
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void collide(b3Dispatcher* dispatcher);
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void optimize();
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/* b3BroadphaseInterface Implementation */
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b3BroadphaseProxy* createProxy(const b3Vector3& aabbMin, const b3Vector3& aabbMax, int objectIndex, void* userPtr, int collisionFilterGroup, int collisionFilterMask);
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virtual void destroyProxy(b3BroadphaseProxy* proxy, b3Dispatcher* dispatcher);
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virtual void setAabb(int objectId, const b3Vector3& aabbMin, const b3Vector3& aabbMax, b3Dispatcher* dispatcher);
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virtual void rayTest(const b3Vector3& rayFrom, const b3Vector3& rayTo, b3BroadphaseRayCallback& rayCallback, const b3Vector3& aabbMin = b3MakeVector3(0, 0, 0), const b3Vector3& aabbMax = b3MakeVector3(0, 0, 0));
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virtual void aabbTest(const b3Vector3& aabbMin, const b3Vector3& aabbMax, b3BroadphaseAabbCallback& callback);
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//virtual void getAabb(b3BroadphaseProxy* proxy,b3Vector3& aabbMin, b3Vector3& aabbMax ) const;
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virtual void getAabb(int objectId, b3Vector3& aabbMin, b3Vector3& aabbMax) const;
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virtual void calculateOverlappingPairs(b3Dispatcher* dispatcher = 0);
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virtual b3OverlappingPairCache* getOverlappingPairCache();
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virtual const b3OverlappingPairCache* getOverlappingPairCache() const;
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virtual void getBroadphaseAabb(b3Vector3& aabbMin, b3Vector3& aabbMax) const;
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virtual void printStats();
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///reset broadphase internal structures, to ensure determinism/reproducability
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virtual void resetPool(b3Dispatcher* dispatcher);
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void performDeferredRemoval(b3Dispatcher* dispatcher);
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void setVelocityPrediction(b3Scalar prediction)
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{
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m_prediction = prediction;
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}
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b3Scalar getVelocityPrediction() const
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{
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return m_prediction;
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}
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///this setAabbForceUpdate is similar to setAabb but always forces the aabb update.
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///it is not part of the b3BroadphaseInterface but specific to b3DynamicBvhBroadphase.
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///it bypasses certain optimizations that prevent aabb updates (when the aabb shrinks), see
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///http://code.google.com/p/bullet/issues/detail?id=223
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void setAabbForceUpdate(b3BroadphaseProxy* absproxy, const b3Vector3& aabbMin, const b3Vector3& aabbMax, b3Dispatcher* /*dispatcher*/);
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//static void benchmark(b3BroadphaseInterface*);
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};
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#endif
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