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Diffstat (limited to 'thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.h')
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diff --git a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.h b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.h deleted file mode 100644 index fd0e5b9bbd..0000000000 --- a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.h +++ /dev/null @@ -1,513 +0,0 @@ -/* -Bullet Continuous Collision Detection and Physics Library -Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org - -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. -*/ - -/** - * @mainpage Bullet Documentation - * - * @section intro_sec Introduction - * 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 ). - * - * The main documentation is Bullet_User_Manual.pdf, included in the source code distribution. - * There is the Physics Forum for feedback and general Collision Detection and Physics discussions. - * Please visit http://www.bulletphysics.org - * - * @section install_sec Installation - * - * @subsection step1 Step 1: Download - * You can download the Bullet Physics Library from the github repository: https://github.com/bulletphysics/bullet3/releases - * - * @subsection step2 Step 2: Building - * Bullet has multiple build systems, including premake, cmake and autotools. Premake and cmake support all platforms. - * Premake is included in the Bullet/build folder for Windows, Mac OSX and Linux. - * Under Windows you can click on Bullet/build/vs2010.bat to create Microsoft Visual Studio projects. - * On Mac OSX and Linux you can open a terminal and generate Makefile, codeblocks or Xcode4 projects: - * cd Bullet/build - * ./premake4_osx gmake or ./premake4_linux gmake or ./premake4_linux64 gmake or (for Mac) ./premake4_osx xcode4 - * cd Bullet/build/gmake - * make - * - * An alternative to premake is cmake. You can download cmake from http://www.cmake.org - * cmake can autogenerate projectfiles for Microsoft Visual Studio, Apple Xcode, KDevelop and Unix Makefiles. - * The easiest is to run the CMake cmake-gui graphical user interface and choose the options and generate projectfiles. - * You can also use cmake in the command-line. Here are some examples for various platforms: - * cmake . -G "Visual Studio 9 2008" - * cmake . -G Xcode - * cmake . -G "Unix Makefiles" - * Although cmake is recommended, you can also use autotools for UNIX: ./autogen.sh ./configure to create a Makefile and then run make. - * - * @subsection step3 Step 3: Testing demos - * Try to run and experiment with BasicDemo executable as a starting point. - * 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. - * The Dependencies can be seen in this documentation under Directories - * - * @subsection step4 Step 4: Integrating in your application, full Rigid Body and Soft Body simulation - * Check out BasicDemo how to create a btDynamicsWorld, btRigidBody and btCollisionShape, Stepping the simulation and synchronizing your graphics object transform. - * Check out SoftDemo how to use soft body dynamics, using btSoftRigidDynamicsWorld. - * @subsection step5 Step 5 : Integrate the Collision Detection Library (without Dynamics and other Extras) - * Bullet Collision Detection can also be used without the Dynamics/Extras. - * Check out btCollisionWorld and btCollisionObject, and the CollisionInterfaceDemo. - * @subsection step6 Step 6 : Use Snippets like the GJK Closest Point calculation. - * Bullet has been designed in a modular way keeping dependencies to a minimum. The ConvexHullDistance demo demonstrates direct use of btGjkPairDetector. - * - * @section copyright Copyright - * For up-to-data information and copyright and contributors list check out the Bullet_User_Manual.pdf - * - */ - -#ifndef BT_COLLISION_WORLD_H -#define BT_COLLISION_WORLD_H - -class btCollisionShape; -class btConvexShape; -class btBroadphaseInterface; -class btSerializer; - -#include "LinearMath/btVector3.h" -#include "LinearMath/btTransform.h" -#include "btCollisionObject.h" -#include "btCollisionDispatcher.h" -#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h" -#include "LinearMath/btAlignedObjectArray.h" - -///CollisionWorld is interface and container for the collision detection -class btCollisionWorld -{ -protected: - btAlignedObjectArray<btCollisionObject*> m_collisionObjects; - - btDispatcher* m_dispatcher1; - - btDispatcherInfo m_dispatchInfo; - - btBroadphaseInterface* m_broadphasePairCache; - - btIDebugDraw* m_debugDrawer; - - ///m_forceUpdateAllAabbs can be set to false as an optimization to only update active object AABBs - ///it is true by default, because it is error-prone (setting the position of static objects wouldn't update their AABB) - bool m_forceUpdateAllAabbs; - - void serializeCollisionObjects(btSerializer* serializer); - - void serializeContactManifolds(btSerializer* serializer); - -public: - //this constructor doesn't own the dispatcher and paircache/broadphase - btCollisionWorld(btDispatcher* dispatcher, btBroadphaseInterface* broadphasePairCache, btCollisionConfiguration* collisionConfiguration); - - virtual ~btCollisionWorld(); - - void setBroadphase(btBroadphaseInterface* pairCache) - { - m_broadphasePairCache = pairCache; - } - - const btBroadphaseInterface* getBroadphase() const - { - return m_broadphasePairCache; - } - - btBroadphaseInterface* getBroadphase() - { - return m_broadphasePairCache; - } - - btOverlappingPairCache* getPairCache() - { - return m_broadphasePairCache->getOverlappingPairCache(); - } - - btDispatcher* getDispatcher() - { - return m_dispatcher1; - } - - const btDispatcher* getDispatcher() const - { - return m_dispatcher1; - } - - void updateSingleAabb(btCollisionObject* colObj); - - virtual void updateAabbs(); - - ///the computeOverlappingPairs is usually already called by performDiscreteCollisionDetection (or stepSimulation) - ///it can be useful to use if you perform ray tests without collision detection/simulation - virtual void computeOverlappingPairs(); - - virtual void setDebugDrawer(btIDebugDraw* debugDrawer) - { - m_debugDrawer = debugDrawer; - } - - virtual btIDebugDraw* getDebugDrawer() - { - return m_debugDrawer; - } - - virtual void debugDrawWorld(); - - virtual void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color); - - ///LocalShapeInfo gives extra information for complex shapes - ///Currently, only btTriangleMeshShape is available, so it just contains triangleIndex and subpart - struct LocalShapeInfo - { - int m_shapePart; - int m_triangleIndex; - - //const btCollisionShape* m_shapeTemp; - //const btTransform* m_shapeLocalTransform; - }; - - struct LocalRayResult - { - LocalRayResult(const btCollisionObject* collisionObject, - LocalShapeInfo* localShapeInfo, - const btVector3& hitNormalLocal, - btScalar hitFraction) - : m_collisionObject(collisionObject), - m_localShapeInfo(localShapeInfo), - m_hitNormalLocal(hitNormalLocal), - m_hitFraction(hitFraction) - { - } - - const btCollisionObject* m_collisionObject; - LocalShapeInfo* m_localShapeInfo; - btVector3 m_hitNormalLocal; - btScalar m_hitFraction; - }; - - ///RayResultCallback is used to report new raycast results - struct RayResultCallback - { - btScalar m_closestHitFraction; - const btCollisionObject* m_collisionObject; - int m_collisionFilterGroup; - int m_collisionFilterMask; - //@BP Mod - Custom flags, currently used to enable backface culling on tri-meshes, see btRaycastCallback.h. Apply any of the EFlags defined there on m_flags here to invoke. - unsigned int m_flags; - - virtual ~RayResultCallback() - { - } - bool hasHit() const - { - return (m_collisionObject != 0); - } - - RayResultCallback() - : m_closestHitFraction(btScalar(1.)), - m_collisionObject(0), - m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter), - m_collisionFilterMask(btBroadphaseProxy::AllFilter), - //@BP Mod - m_flags(0) - { - } - - virtual bool needsCollision(btBroadphaseProxy* proxy0) const - { - bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0; - collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask); - return collides; - } - - virtual btScalar addSingleResult(LocalRayResult& rayResult, bool normalInWorldSpace) = 0; - }; - - struct ClosestRayResultCallback : public RayResultCallback - { - ClosestRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld) - : m_rayFromWorld(rayFromWorld), - m_rayToWorld(rayToWorld) - { - } - - btVector3 m_rayFromWorld; //used to calculate hitPointWorld from hitFraction - btVector3 m_rayToWorld; - - btVector3 m_hitNormalWorld; - btVector3 m_hitPointWorld; - - virtual btScalar addSingleResult(LocalRayResult& rayResult, bool normalInWorldSpace) - { - //caller already does the filter on the m_closestHitFraction - btAssert(rayResult.m_hitFraction <= m_closestHitFraction); - - m_closestHitFraction = rayResult.m_hitFraction; - m_collisionObject = rayResult.m_collisionObject; - if (normalInWorldSpace) - { - m_hitNormalWorld = rayResult.m_hitNormalLocal; - } - else - { - ///need to transform normal into worldspace - m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal; - } - m_hitPointWorld.setInterpolate3(m_rayFromWorld, m_rayToWorld, rayResult.m_hitFraction); - return rayResult.m_hitFraction; - } - }; - - struct AllHitsRayResultCallback : public RayResultCallback - { - AllHitsRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld) - : m_rayFromWorld(rayFromWorld), - m_rayToWorld(rayToWorld) - { - } - - btAlignedObjectArray<const btCollisionObject*> m_collisionObjects; - - btVector3 m_rayFromWorld; //used to calculate hitPointWorld from hitFraction - btVector3 m_rayToWorld; - - btAlignedObjectArray<btVector3> m_hitNormalWorld; - btAlignedObjectArray<btVector3> m_hitPointWorld; - btAlignedObjectArray<btScalar> m_hitFractions; - - virtual btScalar addSingleResult(LocalRayResult& rayResult, bool normalInWorldSpace) - { - m_collisionObject = rayResult.m_collisionObject; - m_collisionObjects.push_back(rayResult.m_collisionObject); - btVector3 hitNormalWorld; - if (normalInWorldSpace) - { - hitNormalWorld = rayResult.m_hitNormalLocal; - } - else - { - ///need to transform normal into worldspace - hitNormalWorld = m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal; - } - m_hitNormalWorld.push_back(hitNormalWorld); - btVector3 hitPointWorld; - hitPointWorld.setInterpolate3(m_rayFromWorld, m_rayToWorld, rayResult.m_hitFraction); - m_hitPointWorld.push_back(hitPointWorld); - m_hitFractions.push_back(rayResult.m_hitFraction); - return m_closestHitFraction; - } - }; - - struct LocalConvexResult - { - LocalConvexResult(const btCollisionObject* hitCollisionObject, - LocalShapeInfo* localShapeInfo, - const btVector3& hitNormalLocal, - const btVector3& hitPointLocal, - btScalar hitFraction) - : m_hitCollisionObject(hitCollisionObject), - m_localShapeInfo(localShapeInfo), - m_hitNormalLocal(hitNormalLocal), - m_hitPointLocal(hitPointLocal), - m_hitFraction(hitFraction) - { - } - - const btCollisionObject* m_hitCollisionObject; - LocalShapeInfo* m_localShapeInfo; - btVector3 m_hitNormalLocal; - btVector3 m_hitPointLocal; - btScalar m_hitFraction; - }; - - ///RayResultCallback is used to report new raycast results - struct ConvexResultCallback - { - btScalar m_closestHitFraction; - int m_collisionFilterGroup; - int m_collisionFilterMask; - - ConvexResultCallback() - : m_closestHitFraction(btScalar(1.)), - m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter), - m_collisionFilterMask(btBroadphaseProxy::AllFilter) - { - } - - virtual ~ConvexResultCallback() - { - } - - bool hasHit() const - { - return (m_closestHitFraction < btScalar(1.)); - } - - virtual bool needsCollision(btBroadphaseProxy* proxy0) const - { - bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0; - collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask); - return collides; - } - - virtual btScalar addSingleResult(LocalConvexResult& convexResult, bool normalInWorldSpace) = 0; - }; - - struct ClosestConvexResultCallback : public ConvexResultCallback - { - ClosestConvexResultCallback(const btVector3& convexFromWorld, const btVector3& convexToWorld) - : m_convexFromWorld(convexFromWorld), - m_convexToWorld(convexToWorld), - m_hitCollisionObject(0) - { - } - - btVector3 m_convexFromWorld; //used to calculate hitPointWorld from hitFraction - btVector3 m_convexToWorld; - - btVector3 m_hitNormalWorld; - btVector3 m_hitPointWorld; - const btCollisionObject* m_hitCollisionObject; - - virtual btScalar addSingleResult(LocalConvexResult& convexResult, bool normalInWorldSpace) - { - //caller already does the filter on the m_closestHitFraction - btAssert(convexResult.m_hitFraction <= m_closestHitFraction); - - m_closestHitFraction = convexResult.m_hitFraction; - m_hitCollisionObject = convexResult.m_hitCollisionObject; - if (normalInWorldSpace) - { - m_hitNormalWorld = convexResult.m_hitNormalLocal; - } - else - { - ///need to transform normal into worldspace - m_hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis() * convexResult.m_hitNormalLocal; - } - m_hitPointWorld = convexResult.m_hitPointLocal; - return convexResult.m_hitFraction; - } - }; - - ///ContactResultCallback is used to report contact points - struct ContactResultCallback - { - int m_collisionFilterGroup; - int m_collisionFilterMask; - btScalar m_closestDistanceThreshold; - - ContactResultCallback() - : m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter), - m_collisionFilterMask(btBroadphaseProxy::AllFilter), - m_closestDistanceThreshold(0) - { - } - - virtual ~ContactResultCallback() - { - } - - virtual bool needsCollision(btBroadphaseProxy* proxy0) const - { - bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0; - collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask); - return collides; - } - - virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1) = 0; - }; - - int getNumCollisionObjects() const - { - return int(m_collisionObjects.size()); - } - - /// rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback - /// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback. - virtual void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const; - - /// convexTest performs a swept convex cast on all objects in the btCollisionWorld, and calls the resultCallback - /// This allows for several queries: first hit, all hits, any hit, dependent on the value return by the callback. - void convexSweepTest(const btConvexShape* castShape, const btTransform& from, const btTransform& to, ConvexResultCallback& resultCallback, btScalar allowedCcdPenetration = btScalar(0.)) const; - - ///contactTest performs a discrete collision test between colObj against all objects in the btCollisionWorld, and calls the resultCallback. - ///it reports one or more contact points for every overlapping object (including the one with deepest penetration) - void contactTest(btCollisionObject* colObj, ContactResultCallback& resultCallback); - - ///contactTest performs a discrete collision test between two collision objects and calls the resultCallback if overlap if detected. - ///it reports one or more contact points (including the one with deepest penetration) - void contactPairTest(btCollisionObject* colObjA, btCollisionObject* colObjB, ContactResultCallback& resultCallback); - - /// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest. - /// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape. - /// This allows more customization. - static void rayTestSingle(const btTransform& rayFromTrans, const btTransform& rayToTrans, - btCollisionObject* collisionObject, - const btCollisionShape* collisionShape, - const btTransform& colObjWorldTransform, - RayResultCallback& resultCallback); - - static void rayTestSingleInternal(const btTransform& rayFromTrans, const btTransform& rayToTrans, - const btCollisionObjectWrapper* collisionObjectWrap, - RayResultCallback& resultCallback); - - /// objectQuerySingle performs a collision detection query and calls the resultCallback. It is used internally by rayTest. - static void objectQuerySingle(const btConvexShape* castShape, const btTransform& rayFromTrans, const btTransform& rayToTrans, - btCollisionObject* collisionObject, - const btCollisionShape* collisionShape, - const btTransform& colObjWorldTransform, - ConvexResultCallback& resultCallback, btScalar allowedPenetration); - - static void objectQuerySingleInternal(const btConvexShape* castShape, const btTransform& convexFromTrans, const btTransform& convexToTrans, - const btCollisionObjectWrapper* colObjWrap, - ConvexResultCallback& resultCallback, btScalar allowedPenetration); - - virtual void addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup = btBroadphaseProxy::DefaultFilter, int collisionFilterMask = btBroadphaseProxy::AllFilter); - - virtual void refreshBroadphaseProxy(btCollisionObject* collisionObject); - - btCollisionObjectArray& getCollisionObjectArray() - { - return m_collisionObjects; - } - - const btCollisionObjectArray& getCollisionObjectArray() const - { - return m_collisionObjects; - } - - virtual void removeCollisionObject(btCollisionObject* collisionObject); - - virtual void performDiscreteCollisionDetection(); - - btDispatcherInfo& getDispatchInfo() - { - return m_dispatchInfo; - } - - const btDispatcherInfo& getDispatchInfo() const - { - return m_dispatchInfo; - } - - bool getForceUpdateAllAabbs() const - { - return m_forceUpdateAllAabbs; - } - void setForceUpdateAllAabbs(bool forceUpdateAllAabbs) - { - m_forceUpdateAllAabbs = forceUpdateAllAabbs; - } - - ///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (Bullet/Demos/SerializeDemo) - virtual void serialize(btSerializer* serializer); -}; - -#endif //BT_COLLISION_WORLD_H |