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diff --git a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionDispatcher.cpp b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionDispatcher.cpp
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+++ b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionDispatcher.cpp
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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+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.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+
+
+#include "btCollisionDispatcher.h"
+#include "LinearMath/btQuickprof.h"
+
+#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
+
+#include "BulletCollision/CollisionShapes/btCollisionShape.h"
+#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
+#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
+#include "LinearMath/btPoolAllocator.h"
+#include "BulletCollision/CollisionDispatch/btCollisionConfiguration.h"
+#include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
+
+int gNumManifold = 0;
+
+#ifdef BT_DEBUG
+#include <stdio.h>
+#endif
+
+
+btCollisionDispatcher::btCollisionDispatcher (btCollisionConfiguration* collisionConfiguration):
+m_dispatcherFlags(btCollisionDispatcher::CD_USE_RELATIVE_CONTACT_BREAKING_THRESHOLD),
+ m_collisionConfiguration(collisionConfiguration)
+{
+ int i;
+
+ setNearCallback(defaultNearCallback);
+
+ m_collisionAlgorithmPoolAllocator = collisionConfiguration->getCollisionAlgorithmPool();
+
+ m_persistentManifoldPoolAllocator = collisionConfiguration->getPersistentManifoldPool();
+
+ for (i=0;i<MAX_BROADPHASE_COLLISION_TYPES;i++)
+ {
+ for (int j=0;j<MAX_BROADPHASE_COLLISION_TYPES;j++)
+ {
+ m_doubleDispatchContactPoints[i][j] = m_collisionConfiguration->getCollisionAlgorithmCreateFunc(i,j);
+ btAssert(m_doubleDispatchContactPoints[i][j]);
+ m_doubleDispatchClosestPoints[i][j] = m_collisionConfiguration->getClosestPointsAlgorithmCreateFunc(i, j);
+
+ }
+ }
+
+
+}
+
+
+void btCollisionDispatcher::registerCollisionCreateFunc(int proxyType0, int proxyType1, btCollisionAlgorithmCreateFunc *createFunc)
+{
+ m_doubleDispatchContactPoints[proxyType0][proxyType1] = createFunc;
+}
+
+void btCollisionDispatcher::registerClosestPointsCreateFunc(int proxyType0, int proxyType1, btCollisionAlgorithmCreateFunc *createFunc)
+{
+ m_doubleDispatchClosestPoints[proxyType0][proxyType1] = createFunc;
+}
+
+btCollisionDispatcher::~btCollisionDispatcher()
+{
+}
+
+btPersistentManifold* btCollisionDispatcher::getNewManifold(const btCollisionObject* body0,const btCollisionObject* body1)
+{
+ gNumManifold++;
+
+ //btAssert(gNumManifold < 65535);
+
+
+
+ //optional relative contact breaking threshold, turned on by default (use setDispatcherFlags to switch off feature for improved performance)
+
+ btScalar contactBreakingThreshold = (m_dispatcherFlags & btCollisionDispatcher::CD_USE_RELATIVE_CONTACT_BREAKING_THRESHOLD) ?
+ btMin(body0->getCollisionShape()->getContactBreakingThreshold(gContactBreakingThreshold) , body1->getCollisionShape()->getContactBreakingThreshold(gContactBreakingThreshold))
+ : gContactBreakingThreshold ;
+
+ btScalar contactProcessingThreshold = btMin(body0->getContactProcessingThreshold(),body1->getContactProcessingThreshold());
+
+ void* mem = m_persistentManifoldPoolAllocator->allocate( sizeof( btPersistentManifold ) );
+ if (NULL == mem)
+ {
+ //we got a pool memory overflow, by default we fallback to dynamically allocate memory. If we require a contiguous contact pool then assert.
+ if ((m_dispatcherFlags&CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION)==0)
+ {
+ mem = btAlignedAlloc(sizeof(btPersistentManifold),16);
+ } else
+ {
+ btAssert(0);
+ //make sure to increase the m_defaultMaxPersistentManifoldPoolSize in the btDefaultCollisionConstructionInfo/btDefaultCollisionConfiguration
+ return 0;
+ }
+ }
+ btPersistentManifold* manifold = new(mem) btPersistentManifold (body0,body1,0,contactBreakingThreshold,contactProcessingThreshold);
+ manifold->m_index1a = m_manifoldsPtr.size();
+ m_manifoldsPtr.push_back(manifold);
+
+ return manifold;
+}
+
+void btCollisionDispatcher::clearManifold(btPersistentManifold* manifold)
+{
+ manifold->clearManifold();
+}
+
+
+void btCollisionDispatcher::releaseManifold(btPersistentManifold* manifold)
+{
+
+ gNumManifold--;
+
+ //printf("releaseManifold: gNumManifold %d\n",gNumManifold);
+ clearManifold(manifold);
+
+ int findIndex = manifold->m_index1a;
+ btAssert(findIndex < m_manifoldsPtr.size());
+ m_manifoldsPtr.swap(findIndex,m_manifoldsPtr.size()-1);
+ m_manifoldsPtr[findIndex]->m_index1a = findIndex;
+ m_manifoldsPtr.pop_back();
+
+ manifold->~btPersistentManifold();
+ if (m_persistentManifoldPoolAllocator->validPtr(manifold))
+ {
+ m_persistentManifoldPoolAllocator->freeMemory(manifold);
+ } else
+ {
+ btAlignedFree(manifold);
+ }
+
+}
+
+
+
+
+btCollisionAlgorithm* btCollisionDispatcher::findAlgorithm(const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,btPersistentManifold* sharedManifold, ebtDispatcherQueryType algoType)
+{
+
+ btCollisionAlgorithmConstructionInfo ci;
+
+ ci.m_dispatcher1 = this;
+ ci.m_manifold = sharedManifold;
+ btCollisionAlgorithm* algo = 0;
+ if (algoType == BT_CONTACT_POINT_ALGORITHMS)
+ {
+ algo = m_doubleDispatchContactPoints[body0Wrap->getCollisionShape()->getShapeType()][body1Wrap->getCollisionShape()->getShapeType()]->CreateCollisionAlgorithm(ci, body0Wrap, body1Wrap);
+ }
+ else
+ {
+ algo = m_doubleDispatchClosestPoints[body0Wrap->getCollisionShape()->getShapeType()][body1Wrap->getCollisionShape()->getShapeType()]->CreateCollisionAlgorithm(ci, body0Wrap, body1Wrap);
+ }
+
+ return algo;
+}
+
+
+
+
+bool btCollisionDispatcher::needsResponse(const btCollisionObject* body0,const btCollisionObject* body1)
+{
+ //here you can do filtering
+ bool hasResponse =
+ (body0->hasContactResponse() && body1->hasContactResponse());
+ //no response between two static/kinematic bodies:
+ hasResponse = hasResponse &&
+ ((!body0->isStaticOrKinematicObject()) ||(! body1->isStaticOrKinematicObject()));
+ return hasResponse;
+}
+
+bool btCollisionDispatcher::needsCollision(const btCollisionObject* body0,const btCollisionObject* body1)
+{
+ btAssert(body0);
+ btAssert(body1);
+
+ bool needsCollision = true;
+
+#ifdef BT_DEBUG
+ if (!(m_dispatcherFlags & btCollisionDispatcher::CD_STATIC_STATIC_REPORTED))
+ {
+ //broadphase filtering already deals with this
+ if (body0->isStaticOrKinematicObject() && body1->isStaticOrKinematicObject())
+ {
+ m_dispatcherFlags |= btCollisionDispatcher::CD_STATIC_STATIC_REPORTED;
+ printf("warning btCollisionDispatcher::needsCollision: static-static collision!\n");
+ }
+ }
+#endif //BT_DEBUG
+
+ if ((!body0->isActive()) && (!body1->isActive()))
+ needsCollision = false;
+ else if ((!body0->checkCollideWith(body1)) || (!body1->checkCollideWith(body0)))
+ needsCollision = false;
+
+ return needsCollision ;
+
+}
+
+
+
+///interface for iterating all overlapping collision pairs, no matter how those pairs are stored (array, set, map etc)
+///this is useful for the collision dispatcher.
+class btCollisionPairCallback : public btOverlapCallback
+{
+ const btDispatcherInfo& m_dispatchInfo;
+ btCollisionDispatcher* m_dispatcher;
+
+public:
+
+ btCollisionPairCallback(const btDispatcherInfo& dispatchInfo,btCollisionDispatcher* dispatcher)
+ :m_dispatchInfo(dispatchInfo),
+ m_dispatcher(dispatcher)
+ {
+ }
+
+ /*btCollisionPairCallback& operator=(btCollisionPairCallback& other)
+ {
+ m_dispatchInfo = other.m_dispatchInfo;
+ m_dispatcher = other.m_dispatcher;
+ return *this;
+ }
+ */
+
+
+ virtual ~btCollisionPairCallback() {}
+
+
+ virtual bool processOverlap(btBroadphasePair& pair)
+ {
+ (*m_dispatcher->getNearCallback())(pair,*m_dispatcher,m_dispatchInfo);
+ return false;
+ }
+};
+
+
+
+void btCollisionDispatcher::dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,const btDispatcherInfo& dispatchInfo,btDispatcher* dispatcher)
+{
+ //m_blockedForChanges = true;
+
+ btCollisionPairCallback collisionCallback(dispatchInfo,this);
+
+ pairCache->processAllOverlappingPairs(&collisionCallback,dispatcher);
+
+ //m_blockedForChanges = false;
+
+}
+
+
+
+//by default, Bullet will use this near callback
+void btCollisionDispatcher::defaultNearCallback(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, const btDispatcherInfo& dispatchInfo)
+{
+ btCollisionObject* colObj0 = (btCollisionObject*)collisionPair.m_pProxy0->m_clientObject;
+ btCollisionObject* colObj1 = (btCollisionObject*)collisionPair.m_pProxy1->m_clientObject;
+
+ if (dispatcher.needsCollision(colObj0,colObj1))
+ {
+ btCollisionObjectWrapper obj0Wrap(0,colObj0->getCollisionShape(),colObj0,colObj0->getWorldTransform(),-1,-1);
+ btCollisionObjectWrapper obj1Wrap(0,colObj1->getCollisionShape(),colObj1,colObj1->getWorldTransform(),-1,-1);
+
+
+ //dispatcher will keep algorithms persistent in the collision pair
+ if (!collisionPair.m_algorithm)
+ {
+ collisionPair.m_algorithm = dispatcher.findAlgorithm(&obj0Wrap,&obj1Wrap,0, BT_CONTACT_POINT_ALGORITHMS);
+ }
+
+ if (collisionPair.m_algorithm)
+ {
+ btManifoldResult contactPointResult(&obj0Wrap,&obj1Wrap);
+
+ if (dispatchInfo.m_dispatchFunc == btDispatcherInfo::DISPATCH_DISCRETE)
+ {
+ //discrete collision detection query
+
+ collisionPair.m_algorithm->processCollision(&obj0Wrap,&obj1Wrap,dispatchInfo,&contactPointResult);
+ } else
+ {
+ //continuous collision detection query, time of impact (toi)
+ btScalar toi = collisionPair.m_algorithm->calculateTimeOfImpact(colObj0,colObj1,dispatchInfo,&contactPointResult);
+ if (dispatchInfo.m_timeOfImpact > toi)
+ dispatchInfo.m_timeOfImpact = toi;
+
+ }
+ }
+ }
+
+}
+
+
+void* btCollisionDispatcher::allocateCollisionAlgorithm(int size)
+{
+ void* mem = m_collisionAlgorithmPoolAllocator->allocate( size );
+ if (NULL == mem)
+ {
+ //warn user for overflow?
+ return btAlignedAlloc(static_cast<size_t>(size), 16);
+ }
+ return mem;
+}
+
+void btCollisionDispatcher::freeCollisionAlgorithm(void* ptr)
+{
+ if (m_collisionAlgorithmPoolAllocator->validPtr(ptr))
+ {
+ m_collisionAlgorithmPoolAllocator->freeMemory(ptr);
+ } else
+ {
+ btAlignedFree(ptr);
+ }
+}