1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262
|
/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
*
* 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.
*/
#if !defined(AFX_DGCONTACT_H__BDE5B2AC_5834_46FD_A994_65D855788F69__INCLUDED_)
#define AFX_DGCONTACT_H__BDE5B2AC_5834_46FD_A994_65D855788F69__INCLUDED_
#include "dgConstraint.h"
class dgBody;
class dgWorld;
class dgContact;
class dgCollision;
class dgContactPoint;
class dgContactMaterial;
class dgPolygonMeshDesc;
#define DG_MAX_CONTATCS 128
#define DG_CACHE_PAIR_BUFFER 256
typedef int(dgApi *OnAABBOverlap)(const NewtonMaterial *const material, const NewtonBody *const body0, const NewtonBody *const body1, int32 threadIndex);
typedef void(dgApi *OnContactCallback)(const NewtonJoint *const contact, dFloat timestep, int32 threadIndex);
class dgActiveContacts: public dgList<dgContact *> {
public:
dgActiveContacts(dgMemoryAllocator *const allocator)
: dgList<dgContact*>(allocator) {
}
};
class dgCollidingPairCollector {
public:
struct dgPair {
dgBody *m_body0;
dgBody *m_body1;
dgContact *m_contact;
const dgContactMaterial *m_material;
dgContactPoint *m_contactBuffer;
dgInt16 m_contactCount;
dgInt16 m_isTrigger;
};
struct dgThreadPairCache {
dgInt32 m_count;
dgPair m_chacheBuffer[DG_CACHE_PAIR_BUFFER];
};
dgThreadPairCache *m_chacheBuffers[DG_MAXIMUN_THREADS];
dgCollidingPairCollector();
~dgCollidingPairCollector();
void Init();
void SetCaches(dgThreadPairCache *const chaches);
void FlushChache(dgThreadPairCache *const chache);
void AddPair(dgBody *const body0, dgBody *const body1, dgInt32 threadIndex);
dgPair *m_pairs;
dgInt32 m_count;
dgInt32 m_maxSize;
dgBody *m_sentinel;
};
DG_MSC_VECTOR_ALIGMENT
class dgContactPoint {
public:
dgVector m_point;
dgVector m_normal;
dgBody *m_body0;
dgBody *m_body1;
dgCollision *m_collision0;
dgCollision *m_collision1;
dgInt64 m_userId;
dgFloat32 m_penetration;
dgInt32 m_isEdgeContact;
} DG_GCC_VECTOR_ALIGMENT;
DG_MSC_VECTOR_ALIGMENT
class dgCollisionParamProxy {
public:
dgBody *m_floatingBody;
dgBody *m_referenceBody;
dgCollision *m_floatingCollision;
dgCollision *m_referenceCollision;
dgMatrix m_floatingMatrix;
dgMatrix m_referenceMatrix;
dgFloat32 m_timestep;
dgFloat32 m_penetrationPadding;
dgInt32 m_continueCollision;
dgInt32 m_unconditionalCast;
dgInt32 m_threadIndex;
dgInt32 m_maxContacts;
dgContactPoint *m_contacts;
// used but Mink solver
const dgMatrix *m_localMatrixInv;
const dgPolygonMeshDesc *m_polyMeshData;
dgUnsigned32 m_isTriggerVolume : 1;
dgUnsigned32 m_inTriggerVolume : 1;
dgCollisionParamProxy(dgInt32 threadIndex) {
m_threadIndex = threadIndex;
m_polyMeshData = NULL;
m_localMatrixInv = NULL;
// m_projectContinueCollisionContacts = 1;
}
} DG_GCC_VECTOR_ALIGMENT;
DG_MSC_VECTOR_ALIGMENT
class dgContactMaterial: public dgContactPoint {
public:
enum {
m_collisionEnable__ = 1 << 0,
m_friction0Enable__ = 1 << 1,
m_friction1Enable__ = 1 << 2,
m_override0Accel__ = 1 << 3,
m_override1Accel__ = 1 << 4,
m_overrideNormalAccel__ = 1 << 5,
m_collisionContinueCollisionEnable__ = 1 << 6,
};
dgContactMaterial();
void *GetUserData() const;
void SetUserData(void *const userData);
void SetCollisionCallback(OnAABBOverlap abbOvelap, OnContactCallback callback);
void SetCompoundCollisionCallback(OnAABBOverlap abbOvelap);
dgVector m_dir0;
dgVector m_dir1;
dgFloat32 m_normal_Force;
dgFloat32 m_dir0_Force;
dgFloat32 m_dir1_Force;
dgFloat32 m_softness;
dgFloat32 m_restitution;
dgFloat32 m_staticFriction0;
dgFloat32 m_staticFriction1;
dgFloat32 m_dynamicFriction0;
dgFloat32 m_dynamicFriction1;
dgFloat32 m_penetrationPadding;
dgInt32 m_flags;
// union {
// dgInt32 m_flags;
// struct {
// dgUnsigned32 m_collisionEnable : 1;
// dgUnsigned32 m_friction0Enable : 1;
// dgUnsigned32 m_friction1Enable : 1;
// dgUnsigned32 m_override0Accel : 1;
// dgUnsigned32 m_override1Accel : 1;
// dgUnsigned32 m_overrideNormalAccel : 1;
// dgUnsigned32 m_collisionContinueCollisionEnable : 1;
// };
// };
private:
void *m_userData;
OnAABBOverlap m_aabbOverlap;
OnContactCallback m_contactPoint;
OnAABBOverlap m_compoundAABBOverlap;
friend class dgWorld;
friend class dgCollisionCompound;
friend class dgBroadPhaseCollision;
friend class dgSolverWorlkerThreads;
friend class dgCollidingPairCollector;
friend class dgBroadPhaseMaterialCallbackWorkerThread;
} DG_GCC_VECTOR_ALIGMENT;
DG_MSC_VECTOR_ALIGMENT
class dgContact:
public dgConstraint,
public dgList<dgContactMaterial> {
dgContact(dgWorld *world);
virtual ~dgContact();
DG_CLASS_ALLOCATOR(allocator)
virtual void GetInfo(dgConstraintInfo *const info) const;
virtual dgUnsigned32 JacobianDerivative(dgContraintDescritor ¶ms);
virtual void JointAccelerations(const dgJointAccelerationDecriptor ¶ms);
virtual void JointAccelerationsSimd(const dgJointAccelerationDecriptor ¶ms);
virtual void JointVelocityCorrection(const dgJointAccelerationDecriptor ¶ms);
virtual void SetDestructorCallback(OnConstraintDestroy destructor);
void JacobianContactDerivative(dgContraintDescritor ¶ms, dgContactMaterial &contact, dgInt32 normalIndex, dgInt32 &frictionIndex);
void CalculatePointDerivative(dgInt32 index, dgContraintDescritor &desc, const dgVector &dir, const dgPointParam ¶m) const;
dgVector m_prevPosit0;
dgVector m_prevPosit1;
dgQuaternion m_prevRotation0;
dgQuaternion m_prevRotation1;
dgWorld *m_world;
dgActiveContacts::dgListNode *m_contactNode;
const dgContactMaterial *m_myCacheMaterial;
dgInt32 m_broadphaseLru;
friend class dgWorld;
friend class dgActiveContacts;
friend class dgTireCollision;
friend class dgBroadPhaseCollision;
friend class dgSolverWorlkerThreads;
friend class dgCollidingPairCollector;
} DG_GCC_VECTOR_ALIGMENT;
inline void dgContactMaterial::SetCollisionCallback(OnAABBOverlap aabbOverlap, OnContactCallback contact) {
m_aabbOverlap = aabbOverlap;
m_contactPoint = contact;
}
inline void dgContactMaterial::SetCompoundCollisionCallback(OnAABBOverlap aabbOverlap) {
m_compoundAABBOverlap = aabbOverlap;
}
inline void *dgContactMaterial::GetUserData() const {
return m_userData;
}
inline void dgContactMaterial::SetUserData(void *const userData) {
m_userData = userData;
}
inline void dgContact::SetDestructorCallback(OnConstraintDestroy destructor) {
}
#endif
|