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  1. /*
  2. Bullet Continuous Collision Detection and Physics Library
  3. Copyright (c) 2003-2006 Erwin Coumans http://bulletphysics.com/Bullet/
  4. This software is provided 'as-is', without any express or implied warranty.
  5. In no event will the authors be held liable for any damages arising from the use of this software.
  6. Permission is granted to anyone to use this software for any purpose,
  7. including commercial applications, and to alter it and redistribute it freely,
  8. subject to the following restrictions:
  9. 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.
  10. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  11. 3. This notice may not be removed or altered from any source distribution.
  12. */
  13. /**
  14. * @mainpage Bullet Documentation
  15. *
  16. * @section intro_sec Introduction
  17. * Bullet Collision Detection & Physics SDK
  18. *
  19. * 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 ).
  20. *
  21. * The main documentation is Bullet_User_Manual.pdf, included in the source code distribution.
  22. * There is the Physics Forum for feedback and general Collision Detection and Physics discussions.
  23. * Please visit http://www.bulletphysics.com
  24. *
  25. * @section install_sec Installation
  26. *
  27. * @subsection step1 Step 1: Download
  28. * You can download the Bullet Physics Library from the Google Code repository: http://code.google.com/p/bullet/downloads/list
  29. *
  30. * @subsection step2 Step 2: Building
  31. * Bullet main build system for all platforms is cmake, you can download http://www.cmake.org
  32. * cmake can autogenerate projectfiles for Microsoft Visual Studio, Apple Xcode, KDevelop and Unix Makefiles.
  33. * The easiest is to run the CMake cmake-gui graphical user interface and choose the options and generate projectfiles.
  34. * You can also use cmake in the command-line. Here are some examples for various platforms:
  35. * cmake . -G "Visual Studio 9 2008"
  36. * cmake . -G Xcode
  37. * cmake . -G "Unix Makefiles"
  38. * Although cmake is recommended, you can also use autotools for UNIX: ./autogen.sh ./configure to create a Makefile and then run make.
  39. *
  40. * @subsection step3 Step 3: Testing demos
  41. * Try to run and experiment with BasicDemo executable as a starting point.
  42. * 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.
  43. * The Dependencies can be seen in this documentation under Directories
  44. *
  45. * @subsection step4 Step 4: Integrating in your application, full Rigid Body and Soft Body simulation
  46. * Check out BasicDemo how to create a btDynamicsWorld, btRigidBody and btCollisionShape, Stepping the simulation and synchronizing your graphics object transform.
  47. * Check out SoftDemo how to use soft body dynamics, using btSoftRigidDynamicsWorld.
  48. * @subsection step5 Step 5 : Integrate the Collision Detection Library (without Dynamics and other Extras)
  49. * Bullet Collision Detection can also be used without the Dynamics/Extras.
  50. * Check out btCollisionWorld and btCollisionObject, and the CollisionInterfaceDemo.
  51. * @subsection step6 Step 6 : Use Snippets like the GJK Closest Point calculation.
  52. * Bullet has been designed in a modular way keeping dependencies to a minimum. The ConvexHullDistance demo demonstrates direct use of btGjkPairDetector.
  53. *
  54. * @section copyright Copyright
  55. * For up-to-data information and copyright and contributors list check out the Bullet_User_Manual.pdf
  56. *
  57. */
  58. #ifndef BT_COLLISION_WORLD_H
  59. #define BT_COLLISION_WORLD_H
  60. class btStackAlloc;
  61. class btCollisionShape;
  62. class btConvexShape;
  63. class btBroadphaseInterface;
  64. class btSerializer;
  65. #include "LinearMath/btVector3.h"
  66. #include "LinearMath/btTransform.h"
  67. #include "btCollisionObject.h"
  68. #include "btCollisionDispatcher.h"
  69. #include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
  70. #include "LinearMath/btAlignedObjectArray.h"
  71. ///CollisionWorld is interface and container for the collision detection
  72. class btCollisionWorld
  73. {
  74. protected:
  75. btAlignedObjectArray<btCollisionObject*> m_collisionObjects;
  76. btDispatcher* m_dispatcher1;
  77. btDispatcherInfo m_dispatchInfo;
  78. btStackAlloc* m_stackAlloc;
  79. btBroadphaseInterface* m_broadphasePairCache;
  80. btIDebugDraw* m_debugDrawer;
  81. ///m_forceUpdateAllAabbs can be set to false as an optimization to only update active object AABBs
  82. ///it is true by default, because it is error-prone (setting the position of static objects wouldn't update their AABB)
  83. bool m_forceUpdateAllAabbs;
  84. void serializeCollisionObjects(btSerializer* serializer);
  85. public:
  86. //this constructor doesn't own the dispatcher and paircache/broadphase
  87. btCollisionWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphasePairCache, btCollisionConfiguration* collisionConfiguration);
  88. virtual ~btCollisionWorld();
  89. void setBroadphase(btBroadphaseInterface* pairCache)
  90. {
  91. m_broadphasePairCache = pairCache;
  92. }
  93. const btBroadphaseInterface* getBroadphase() const
  94. {
  95. return m_broadphasePairCache;
  96. }
  97. btBroadphaseInterface* getBroadphase()
  98. {
  99. return m_broadphasePairCache;
  100. }
  101. btOverlappingPairCache* getPairCache()
  102. {
  103. return m_broadphasePairCache->getOverlappingPairCache();
  104. }
  105. btDispatcher* getDispatcher()
  106. {
  107. return m_dispatcher1;
  108. }
  109. const btDispatcher* getDispatcher() const
  110. {
  111. return m_dispatcher1;
  112. }
  113. void updateSingleAabb(btCollisionObject* colObj);
  114. virtual void updateAabbs();
  115. virtual void setDebugDrawer(btIDebugDraw* debugDrawer)
  116. {
  117. m_debugDrawer = debugDrawer;
  118. }
  119. virtual btIDebugDraw* getDebugDrawer()
  120. {
  121. return m_debugDrawer;
  122. }
  123. virtual void debugDrawWorld();
  124. virtual void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color);
  125. ///LocalShapeInfo gives extra information for complex shapes
  126. ///Currently, only btTriangleMeshShape is available, so it just contains triangleIndex and subpart
  127. struct LocalShapeInfo
  128. {
  129. int m_shapePart;
  130. int m_triangleIndex;
  131. //const btCollisionShape* m_shapeTemp;
  132. //const btTransform* m_shapeLocalTransform;
  133. };
  134. struct LocalRayResult
  135. {
  136. LocalRayResult(btCollisionObject* collisionObject,
  137. LocalShapeInfo* localShapeInfo,
  138. const btVector3& hitNormalLocal,
  139. btScalar hitFraction)
  140. :m_collisionObject(collisionObject),
  141. m_localShapeInfo(localShapeInfo),
  142. m_hitNormalLocal(hitNormalLocal),
  143. m_hitFraction(hitFraction)
  144. {
  145. }
  146. btCollisionObject* m_collisionObject;
  147. LocalShapeInfo* m_localShapeInfo;
  148. btVector3 m_hitNormalLocal;
  149. btScalar m_hitFraction;
  150. };
  151. ///RayResultCallback is used to report new raycast results
  152. struct RayResultCallback
  153. {
  154. btScalar m_closestHitFraction;
  155. btCollisionObject* m_collisionObject;
  156. short int m_collisionFilterGroup;
  157. short int m_collisionFilterMask;
  158. //@BP Mod - Custom flags, currently used to enable backface culling on tri-meshes, see btRaycastCallback
  159. unsigned int m_flags;
  160. virtual ~RayResultCallback()
  161. {
  162. }
  163. bool hasHit() const
  164. {
  165. return (m_collisionObject != 0);
  166. }
  167. RayResultCallback()
  168. :m_closestHitFraction(btScalar(1.)),
  169. m_collisionObject(0),
  170. m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
  171. m_collisionFilterMask(btBroadphaseProxy::AllFilter),
  172. //@BP Mod
  173. m_flags(0)
  174. {
  175. }
  176. virtual bool needsCollision(btBroadphaseProxy* proxy0) const
  177. {
  178. bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0;
  179. collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask);
  180. return collides;
  181. }
  182. virtual btScalar addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace) = 0;
  183. };
  184. struct ClosestRayResultCallback : public RayResultCallback
  185. {
  186. ClosestRayResultCallback(const btVector3& rayFromWorld,const btVector3& rayToWorld)
  187. :m_rayFromWorld(rayFromWorld),
  188. m_rayToWorld(rayToWorld)
  189. {
  190. }
  191. btVector3 m_rayFromWorld;//used to calculate hitPointWorld from hitFraction
  192. btVector3 m_rayToWorld;
  193. btVector3 m_hitNormalWorld;
  194. btVector3 m_hitPointWorld;
  195. virtual btScalar addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace)
  196. {
  197. //caller already does the filter on the m_closestHitFraction
  198. btAssert(rayResult.m_hitFraction <= m_closestHitFraction);
  199. m_closestHitFraction = rayResult.m_hitFraction;
  200. m_collisionObject = rayResult.m_collisionObject;
  201. if (normalInWorldSpace)
  202. {
  203. m_hitNormalWorld = rayResult.m_hitNormalLocal;
  204. } else
  205. {
  206. ///need to transform normal into worldspace
  207. m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis()*rayResult.m_hitNormalLocal;
  208. }
  209. m_hitPointWorld.setInterpolate3(m_rayFromWorld,m_rayToWorld,rayResult.m_hitFraction);
  210. return rayResult.m_hitFraction;
  211. }
  212. };
  213. struct AllHitsRayResultCallback : public RayResultCallback
  214. {
  215. AllHitsRayResultCallback(const btVector3& rayFromWorld,const btVector3& rayToWorld)
  216. :m_rayFromWorld(rayFromWorld),
  217. m_rayToWorld(rayToWorld)
  218. {
  219. }
  220. btAlignedObjectArray<btCollisionObject*> m_collisionObjects;
  221. btVector3 m_rayFromWorld;//used to calculate hitPointWorld from hitFraction
  222. btVector3 m_rayToWorld;
  223. btAlignedObjectArray<btVector3> m_hitNormalWorld;
  224. btAlignedObjectArray<btVector3> m_hitPointWorld;
  225. btAlignedObjectArray<btScalar> m_hitFractions;
  226. virtual btScalar addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace)
  227. {
  228. m_collisionObject = rayResult.m_collisionObject;
  229. m_collisionObjects.push_back(rayResult.m_collisionObject);
  230. btVector3 hitNormalWorld;
  231. if (normalInWorldSpace)
  232. {
  233. hitNormalWorld = rayResult.m_hitNormalLocal;
  234. } else
  235. {
  236. ///need to transform normal into worldspace
  237. hitNormalWorld = m_collisionObject->getWorldTransform().getBasis()*rayResult.m_hitNormalLocal;
  238. }
  239. m_hitNormalWorld.push_back(hitNormalWorld);
  240. btVector3 hitPointWorld;
  241. hitPointWorld.setInterpolate3(m_rayFromWorld,m_rayToWorld,rayResult.m_hitFraction);
  242. m_hitPointWorld.push_back(hitPointWorld);
  243. m_hitFractions.push_back(rayResult.m_hitFraction);
  244. return m_closestHitFraction;
  245. }
  246. };
  247. struct LocalConvexResult
  248. {
  249. LocalConvexResult(btCollisionObject* hitCollisionObject,
  250. LocalShapeInfo* localShapeInfo,
  251. const btVector3& hitNormalLocal,
  252. const btVector3& hitPointLocal,
  253. btScalar hitFraction
  254. )
  255. :m_hitCollisionObject(hitCollisionObject),
  256. m_localShapeInfo(localShapeInfo),
  257. m_hitNormalLocal(hitNormalLocal),
  258. m_hitPointLocal(hitPointLocal),
  259. m_hitFraction(hitFraction)
  260. {
  261. }
  262. btCollisionObject* m_hitCollisionObject;
  263. LocalShapeInfo* m_localShapeInfo;
  264. btVector3 m_hitNormalLocal;
  265. btVector3 m_hitPointLocal;
  266. btScalar m_hitFraction;
  267. };
  268. ///RayResultCallback is used to report new raycast results
  269. struct ConvexResultCallback
  270. {
  271. btScalar m_closestHitFraction;
  272. short int m_collisionFilterGroup;
  273. short int m_collisionFilterMask;
  274. ConvexResultCallback()
  275. :m_closestHitFraction(btScalar(1.)),
  276. m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
  277. m_collisionFilterMask(btBroadphaseProxy::AllFilter)
  278. {
  279. }
  280. virtual ~ConvexResultCallback()
  281. {
  282. }
  283. bool hasHit() const
  284. {
  285. return (m_closestHitFraction < btScalar(1.));
  286. }
  287. virtual bool needsCollision(btBroadphaseProxy* proxy0) const
  288. {
  289. bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0;
  290. collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask);
  291. return collides;
  292. }
  293. virtual btScalar addSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace) = 0;
  294. };
  295. struct ClosestConvexResultCallback : public ConvexResultCallback
  296. {
  297. ClosestConvexResultCallback(const btVector3& convexFromWorld,const btVector3& convexToWorld)
  298. :m_convexFromWorld(convexFromWorld),
  299. m_convexToWorld(convexToWorld),
  300. m_hitCollisionObject(0)
  301. {
  302. }
  303. btVector3 m_convexFromWorld;//used to calculate hitPointWorld from hitFraction
  304. btVector3 m_convexToWorld;
  305. btVector3 m_hitNormalWorld;
  306. btVector3 m_hitPointWorld;
  307. btCollisionObject* m_hitCollisionObject;
  308. virtual btScalar addSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace)
  309. {
  310. //caller already does the filter on the m_closestHitFraction
  311. btAssert(convexResult.m_hitFraction <= m_closestHitFraction);
  312. m_closestHitFraction = convexResult.m_hitFraction;
  313. m_hitCollisionObject = convexResult.m_hitCollisionObject;
  314. if (normalInWorldSpace)
  315. {
  316. m_hitNormalWorld = convexResult.m_hitNormalLocal;
  317. } else
  318. {
  319. ///need to transform normal into worldspace
  320. m_hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
  321. }
  322. m_hitPointWorld = convexResult.m_hitPointLocal;
  323. return convexResult.m_hitFraction;
  324. }
  325. };
  326. ///ContactResultCallback is used to report contact points
  327. struct ContactResultCallback
  328. {
  329. short int m_collisionFilterGroup;
  330. short int m_collisionFilterMask;
  331. ContactResultCallback()
  332. :m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
  333. m_collisionFilterMask(btBroadphaseProxy::AllFilter)
  334. {
  335. }
  336. virtual ~ContactResultCallback()
  337. {
  338. }
  339. virtual bool needsCollision(btBroadphaseProxy* proxy0) const
  340. {
  341. bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0;
  342. collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask);
  343. return collides;
  344. }
  345. virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1) = 0;
  346. };
  347. int getNumCollisionObjects() const
  348. {
  349. return int(m_collisionObjects.size());
  350. }
  351. /// rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback
  352. /// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback.
  353. virtual void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
  354. /// convexTest performs a swept convex cast on all objects in the btCollisionWorld, and calls the resultCallback
  355. /// This allows for several queries: first hit, all hits, any hit, dependent on the value return by the callback.
  356. void convexSweepTest (const btConvexShape* castShape, const btTransform& from, const btTransform& to, ConvexResultCallback& resultCallback, btScalar allowedCcdPenetration = btScalar(0.)) const;
  357. ///contactTest performs a discrete collision test between colObj against all objects in the btCollisionWorld, and calls the resultCallback.
  358. ///it reports one or more contact points for every overlapping object (including the one with deepest penetration)
  359. void contactTest(btCollisionObject* colObj, ContactResultCallback& resultCallback);
  360. ///contactTest performs a discrete collision test between two collision objects and calls the resultCallback if overlap if detected.
  361. ///it reports one or more contact points (including the one with deepest penetration)
  362. void contactPairTest(btCollisionObject* colObjA, btCollisionObject* colObjB, ContactResultCallback& resultCallback);
  363. /// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
  364. /// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
  365. /// This allows more customization.
  366. static void rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
  367. btCollisionObject* collisionObject,
  368. const btCollisionShape* collisionShape,
  369. const btTransform& colObjWorldTransform,
  370. RayResultCallback& resultCallback);
  371. /// objectQuerySingle performs a collision detection query and calls the resultCallback. It is used internally by rayTest.
  372. static void objectQuerySingle(const btConvexShape* castShape, const btTransform& rayFromTrans,const btTransform& rayToTrans,
  373. btCollisionObject* collisionObject,
  374. const btCollisionShape* collisionShape,
  375. const btTransform& colObjWorldTransform,
  376. ConvexResultCallback& resultCallback, btScalar allowedPenetration);
  377. virtual void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::DefaultFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter);
  378. btCollisionObjectArray& getCollisionObjectArray()
  379. {
  380. return m_collisionObjects;
  381. }
  382. const btCollisionObjectArray& getCollisionObjectArray() const
  383. {
  384. return m_collisionObjects;
  385. }
  386. virtual void removeCollisionObject(btCollisionObject* collisionObject);
  387. virtual void performDiscreteCollisionDetection();
  388. btDispatcherInfo& getDispatchInfo()
  389. {
  390. return m_dispatchInfo;
  391. }
  392. const btDispatcherInfo& getDispatchInfo() const
  393. {
  394. return m_dispatchInfo;
  395. }
  396. bool getForceUpdateAllAabbs() const
  397. {
  398. return m_forceUpdateAllAabbs;
  399. }
  400. void setForceUpdateAllAabbs( bool forceUpdateAllAabbs)
  401. {
  402. m_forceUpdateAllAabbs = forceUpdateAllAabbs;
  403. }
  404. ///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (Bullet/Demos/SerializeDemo)
  405. virtual void serialize(btSerializer* serializer);
  406. };
  407. #endif //BT_COLLISION_WORLD_H