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blender/extern/bullet/Bullet/CollisionDispatch/CollisionWorld.h

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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.
*/
#ifndef COLLISION_WORLD_H
#define COLLISION_WORLD_H
class CollisionShape;
class BroadphaseInterface;
#include "SimdVector3.h"
#include "SimdTransform.h"
#include "CollisionObject.h"
#include "CollisionDispatcher.h" //for definition of CollisionObjectArray
#include <vector>
///CollisionWorld is interface and container for the collision detection
class CollisionWorld
{
std::vector<CollisionObject*> m_collisionObjects;
CollisionDispatcher* m_dispatcher;
BroadphaseInterface* m_broadphase;
public:
CollisionWorld(CollisionDispatcher* dispatcher,BroadphaseInterface* broadphase)
:m_dispatcher(dispatcher),
m_broadphase(broadphase)
{
}
virtual ~CollisionWorld();
virtual void UpdateActivationState();
virtual void StoreIslandActivationState();
BroadphaseInterface* GetBroadphase()
{
return m_broadphase;
}
CollisionDispatcher* GetDispatcher()
{
return m_dispatcher;
}
///LocalShapeInfo gives extra information for complex shapes
///Currently, only TriangleMeshShape is available, so it just contains triangleIndex and subpart
struct LocalShapeInfo
{
int m_shapePart;
int m_triangleIndex;
//const CollisionShape* m_shapeTemp;
//const SimdTransform* m_shapeLocalTransform;
};
struct LocalRayResult
{
LocalRayResult(const CollisionObject* collisionObject,
LocalShapeInfo* localShapeInfo,
const SimdVector3& hitNormalLocal,
float hitFraction)
:m_collisionObject(collisionObject),
m_localShapeInfo(m_localShapeInfo),
m_hitNormalLocal(hitNormalLocal),
m_hitFraction(hitFraction)
{
}
const CollisionObject* m_collisionObject;
LocalShapeInfo* m_localShapeInfo;
const SimdVector3& m_hitNormalLocal;
float m_hitFraction;
};
///RayResultCallback is used to report new raycast results
struct RayResultCallback
{
virtual ~RayResultCallback()
{
}
float m_closestHitFraction;
bool HasHit()
{
return (m_closestHitFraction < 1.f);
}
RayResultCallback()
:m_closestHitFraction(1.f)
{
}
virtual float AddSingleResult(const LocalRayResult& rayResult) = 0;
};
struct ClosestRayResultCallback : public RayResultCallback
{
ClosestRayResultCallback(SimdVector3 rayFromWorld,SimdVector3 rayToWorld)
:m_rayFromWorld(rayFromWorld),
m_rayToWorld(rayToWorld),
m_collisionObject(0)
{
}
SimdVector3 m_rayFromWorld;//used to calculate hitPointWorld from hitFraction
SimdVector3 m_rayToWorld;
SimdVector3 m_hitNormalWorld;
SimdVector3 m_hitPointWorld;
const CollisionObject* m_collisionObject;
virtual float AddSingleResult(const LocalRayResult& rayResult)
{
2006-05-11 02:14:48 +00:00
//caller already does the filter on the m_closestHitFraction
assert(rayResult.m_hitFraction <= m_closestHitFraction);
m_closestHitFraction = rayResult.m_hitFraction;
m_collisionObject = rayResult.m_collisionObject;
m_hitNormalWorld = m_collisionObject->m_worldTransform.getBasis()*rayResult.m_hitNormalLocal;
m_hitPointWorld.setInterpolate3(m_rayFromWorld,m_rayToWorld,rayResult.m_hitFraction);
return rayResult.m_hitFraction;
}
};
int GetNumCollisionObjects() const
{
return m_collisionObjects.size();
}
void RayTest(const SimdVector3& rayFromWorld, const SimdVector3& rayToWorld, RayResultCallback& resultCallback);
void AddCollisionObject(CollisionObject* collisionObject);
CollisionObjectArray& GetCollisionObjectArray()
{
return m_collisionObjects;
}
const CollisionObjectArray& GetCollisionObjectArray() const
{
return m_collisionObjects;
}
void RemoveCollisionObject(CollisionObject* collisionObject);
virtual void PerformDiscreteCollisionDetection();
};
#endif //COLLISION_WORLD_H