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- /*
- 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
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