Files
test2/extern/bullet/Bullet/CollisionDispatch/CollisionWorld.cpp
2006-02-21 05:57:46 +00:00

124 lines
2.8 KiB
C++

/*
* Copyright (c) 2002-2006 Erwin Coumans http://continuousphysics.com/Bullet/
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#include "CollisionWorld.h"
#include "CollisionDispatcher.h"
#include "NarrowPhaseCollision/CollisionObject.h"
#include "CollisionShapes/CollisionShape.h"
#include "BroadphaseCollision/BroadphaseInterface.h"
#include <algorithm>
void CollisionWorld::UpdateActivationState()
{
m_dispatcher->InitUnionFind(m_collisionObjects.size());
// put the index into m_controllers into m_tag
{
std::vector<CollisionObject*>::iterator i;
int index = 0;
for (i=m_collisionObjects.begin();
!(i==m_collisionObjects.end()); i++)
{
CollisionObject* collisionObject= (*i);
collisionObject->m_islandTag1 = index;
collisionObject->m_hitFraction = 1.f;
index++;
}
}
// do the union find
m_dispatcher->FindUnions();
// put the islandId ('find' value) into m_tag
{
UnionFind& unionFind = m_dispatcher->GetUnionFind();
std::vector<CollisionObject*>::iterator i;
int index = 0;
for (i=m_collisionObjects.begin();
!(i==m_collisionObjects.end()); i++)
{
CollisionObject* collisionObject= (*i);
if (collisionObject->mergesSimulationIslands())
{
collisionObject->m_islandTag1 = unionFind.find(index);
} else
{
collisionObject->m_islandTag1 = -1;
}
index++;
}
}
}
void CollisionWorld::AddCollisionObject(CollisionObject* collisionObject)
{
m_collisionObjects.push_back(collisionObject);
//calculate new AABB
SimdTransform trans = collisionObject->m_worldTransform;
SimdVector3 minAabb;
SimdVector3 maxAabb;
collisionObject->m_collisionShape->GetAabb(trans,minAabb,maxAabb);
int type = collisionObject->m_collisionShape->GetShapeType();
collisionObject->m_broadphaseHandle = GetBroadphase()->CreateProxy(
minAabb,
maxAabb,
type,
collisionObject
);
}
void CollisionWorld::RemoveCollisionObject(CollisionObject* collisionObject)
{
bool removeFromBroadphase = false;
{
BroadphaseInterface* scene = GetBroadphase();
BroadphaseProxy* bp = collisionObject->m_broadphaseHandle;
//
// only clear the cached algorithms
//
GetBroadphase()->CleanProxyFromPairs(bp);
GetBroadphase()->DestroyProxy(bp);
}
std::vector<CollisionObject*>::iterator i = std::find(m_collisionObjects.begin(), m_collisionObjects.end(), collisionObject);
if (!(i == m_collisionObjects.end()))
{
std::swap(*i, m_collisionObjects.back());
m_collisionObjects.pop_back();
}
}