| 1 | /* | 
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| 2 | Bullet Continuous Collision Detection and Physics Library | 
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| 3 | Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/ | 
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| 4 |  | 
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| 5 | This software is provided 'as-is', without any express or implied warranty. | 
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| 6 | In no event will the authors be held liable for any damages arising from the use of this software. | 
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| 7 | Permission is granted to anyone to use this software for any purpose, | 
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| 8 | including commercial applications, and to alter it and redistribute it freely, | 
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| 9 | subject to the following restrictions: | 
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| 10 |  | 
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| 11 | 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. | 
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| 12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | 
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| 13 | 3. This notice may not be removed or altered from any source distribution. | 
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| 14 | */ | 
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| 15 |  | 
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| 16 | #ifndef COLLISION_OBJECT_H | 
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| 17 | #define COLLISION_OBJECT_H | 
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| 18 |  | 
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| 19 | #include "LinearMath/btTransform.h" | 
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| 20 |  | 
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| 21 | //island management, m_activationState1 | 
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| 22 | #define ACTIVE_TAG 1 | 
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| 23 | #define ISLAND_SLEEPING 2 | 
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| 24 | #define WANTS_DEACTIVATION 3 | 
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| 25 | #define DISABLE_DEACTIVATION 4 | 
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| 26 | #define DISABLE_SIMULATION 5 | 
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| 27 |  | 
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| 28 | struct  btBroadphaseProxy; | 
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| 29 | class   btCollisionShape; | 
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| 30 | #include "LinearMath/btMotionState.h" | 
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| 31 | #include "LinearMath/btAlignedAllocator.h" | 
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| 32 | #include "LinearMath/btAlignedObjectArray.h" | 
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| 33 |  | 
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| 34 |  | 
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| 35 | typedef btAlignedObjectArray<class btCollisionObject*> btCollisionObjectArray; | 
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| 36 |  | 
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| 37 |  | 
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| 38 | /// btCollisionObject can be used to manage collision detection objects. | 
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| 39 | /// btCollisionObject maintains all information that is needed for a collision detection: Shape, Transform and AABB proxy. | 
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| 40 | /// They can be added to the btCollisionWorld. | 
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| 41 | ATTRIBUTE_ALIGNED16(class)      btCollisionObject | 
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| 42 | { | 
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| 43 |  | 
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| 44 | protected: | 
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| 45 |  | 
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| 46 | btTransform     m_worldTransform; | 
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| 47 |  | 
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| 48 | ///m_interpolationWorldTransform is used for CCD and interpolation | 
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| 49 | ///it can be either previous or future (predicted) transform | 
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| 50 | btTransform     m_interpolationWorldTransform; | 
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| 51 | //those two are experimental: just added for bullet time effect, so you can still apply impulses (directly modifying velocities) | 
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| 52 | //without destroying the continuous interpolated motion (which uses this interpolation velocities) | 
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| 53 | btVector3       m_interpolationLinearVelocity; | 
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| 54 | btVector3       m_interpolationAngularVelocity; | 
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| 55 |  | 
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| 56 | btVector3               m_anisotropicFriction; | 
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| 57 | bool                            m_hasAnisotropicFriction; | 
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| 58 | btScalar                m_contactProcessingThreshold; | 
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| 59 |  | 
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| 60 | btBroadphaseProxy*              m_broadphaseHandle; | 
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| 61 | btCollisionShape*               m_collisionShape; | 
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| 62 |  | 
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| 63 | ///m_rootCollisionShape is temporarily used to store the original collision shape | 
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| 64 | ///The m_collisionShape might be temporarily replaced by a child collision shape during collision detection purposes | 
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| 65 | ///If it is NULL, the m_collisionShape is not temporarily replaced. | 
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| 66 | btCollisionShape*               m_rootCollisionShape; | 
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| 67 |  | 
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| 68 | int                             m_collisionFlags; | 
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| 69 |  | 
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| 70 | int                             m_islandTag1; | 
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| 71 | int                             m_companionId; | 
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| 72 |  | 
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| 73 | int                             m_activationState1; | 
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| 74 | btScalar                        m_deactivationTime; | 
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| 75 |  | 
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| 76 | btScalar                m_friction; | 
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| 77 | btScalar                m_restitution; | 
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| 78 |  | 
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| 79 | ///users can point to their objects, m_userPointer is not used by Bullet, see setUserPointer/getUserPointer | 
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| 80 | void*                   m_userObjectPointer; | 
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| 81 |  | 
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| 82 | ///m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody, btGhostObject etc. | 
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| 83 | ///do not assign your own m_internalType unless you write a new dynamics object class. | 
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| 84 | int                             m_internalType; | 
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| 85 |  | 
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| 86 | ///time of impact calculation | 
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| 87 | btScalar                m_hitFraction; | 
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| 88 |  | 
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| 89 | ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:: | 
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| 90 | btScalar                m_ccdSweptSphereRadius; | 
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| 91 |  | 
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| 92 | /// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold | 
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| 93 | btScalar                m_ccdMotionThreshold; | 
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| 94 |  | 
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| 95 | /// If some object should have elaborate collision filtering by sub-classes | 
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| 96 | bool                    m_checkCollideWith; | 
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| 97 |  | 
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| 98 | char    m_pad[7]; | 
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| 99 |  | 
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| 100 | virtual bool    checkCollideWithOverride(btCollisionObject* /* co */) | 
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| 101 | { | 
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| 102 | return true; | 
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| 103 | } | 
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| 104 |  | 
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| 105 | public: | 
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| 106 |  | 
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| 107 | BT_DECLARE_ALIGNED_ALLOCATOR(); | 
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| 108 |  | 
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| 109 | enum CollisionFlags | 
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| 110 | { | 
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| 111 | CF_STATIC_OBJECT= 1, | 
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| 112 | CF_KINEMATIC_OBJECT= 2, | 
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| 113 | CF_NO_CONTACT_RESPONSE = 4, | 
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| 114 | CF_CUSTOM_MATERIAL_CALLBACK = 8,//this allows per-triangle material (friction/restitution) | 
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| 115 | CF_CHARACTER_OBJECT = 16 | 
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| 116 | }; | 
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| 117 |  | 
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| 118 | enum    CollisionObjectTypes | 
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| 119 | { | 
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| 120 | CO_COLLISION_OBJECT =1, | 
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| 121 | CO_RIGID_BODY, | 
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| 122 | ///CO_GHOST_OBJECT keeps track of all objects overlapping its AABB and that pass its collision filter | 
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| 123 | ///It is useful for collision sensors, explosion objects, character controller etc. | 
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| 124 | CO_GHOST_OBJECT, | 
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| 125 | CO_SOFT_BODY, | 
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| 126 | CO_HF_FLUID | 
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| 127 | }; | 
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| 128 |  | 
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| 129 | SIMD_FORCE_INLINE bool mergesSimulationIslands() const | 
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| 130 | { | 
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| 131 | ///static objects, kinematic and object without contact response don't merge islands | 
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| 132 | return  ((m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OBJECT | CF_NO_CONTACT_RESPONSE) )==0); | 
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| 133 | } | 
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| 134 |  | 
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| 135 | const btVector3& getAnisotropicFriction() const | 
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| 136 | { | 
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| 137 | return m_anisotropicFriction; | 
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| 138 | } | 
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| 139 | void    setAnisotropicFriction(const btVector3& anisotropicFriction) | 
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| 140 | { | 
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| 141 | m_anisotropicFriction = anisotropicFriction; | 
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| 142 | m_hasAnisotropicFriction = (anisotropicFriction[0]!=1.f) || (anisotropicFriction[1]!=1.f) || (anisotropicFriction[2]!=1.f); | 
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| 143 | } | 
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| 144 | bool    hasAnisotropicFriction() const | 
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| 145 | { | 
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| 146 | return m_hasAnisotropicFriction; | 
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| 147 | } | 
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| 148 |  | 
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| 149 | ///the constraint solver can discard solving contacts, if the distance is above this threshold. 0 by default. | 
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| 150 | ///Note that using contacts with positive distance can improve stability. It increases, however, the chance of colliding with degerate contacts, such as 'interior' triangle edges | 
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| 151 | void    setContactProcessingThreshold( btScalar contactProcessingThreshold) | 
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| 152 | { | 
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| 153 | m_contactProcessingThreshold = contactProcessingThreshold; | 
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| 154 | } | 
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| 155 | btScalar        getContactProcessingThreshold() const | 
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| 156 | { | 
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| 157 | return m_contactProcessingThreshold; | 
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| 158 | } | 
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| 159 |  | 
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| 160 | SIMD_FORCE_INLINE bool          isStaticObject() const { | 
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| 161 | return (m_collisionFlags & CF_STATIC_OBJECT) != 0; | 
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| 162 | } | 
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| 163 |  | 
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| 164 | SIMD_FORCE_INLINE bool          isKinematicObject() const | 
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| 165 | { | 
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| 166 | return (m_collisionFlags & CF_KINEMATIC_OBJECT) != 0; | 
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| 167 | } | 
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| 168 |  | 
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| 169 | SIMD_FORCE_INLINE bool          isStaticOrKinematicObject() const | 
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| 170 | { | 
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| 171 | return (m_collisionFlags & (CF_KINEMATIC_OBJECT | CF_STATIC_OBJECT)) != 0 ; | 
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| 172 | } | 
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| 173 |  | 
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| 174 | SIMD_FORCE_INLINE bool          hasContactResponse() const { | 
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| 175 | return (m_collisionFlags & CF_NO_CONTACT_RESPONSE)==0; | 
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| 176 | } | 
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| 177 |  | 
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| 178 |  | 
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| 179 | btCollisionObject(); | 
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| 180 |  | 
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| 181 | virtual ~btCollisionObject(); | 
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| 182 |  | 
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| 183 | virtual void    setCollisionShape(btCollisionShape* collisionShape) | 
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| 184 | { | 
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| 185 | m_collisionShape = collisionShape; | 
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| 186 | m_rootCollisionShape = collisionShape; | 
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| 187 | } | 
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| 188 |  | 
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| 189 | SIMD_FORCE_INLINE const btCollisionShape*       getCollisionShape() const | 
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| 190 | { | 
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| 191 | return m_collisionShape; | 
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| 192 | } | 
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| 193 |  | 
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| 194 | SIMD_FORCE_INLINE btCollisionShape*     getCollisionShape() | 
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| 195 | { | 
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| 196 | return m_collisionShape; | 
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| 197 | } | 
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| 198 |  | 
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| 199 | SIMD_FORCE_INLINE const btCollisionShape*       getRootCollisionShape() const | 
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| 200 | { | 
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| 201 | return m_rootCollisionShape; | 
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| 202 | } | 
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| 203 |  | 
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| 204 | SIMD_FORCE_INLINE btCollisionShape*     getRootCollisionShape() | 
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| 205 | { | 
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| 206 | return m_rootCollisionShape; | 
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| 207 | } | 
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| 208 |  | 
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| 209 | ///Avoid using this internal API call | 
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| 210 | ///internalSetTemporaryCollisionShape is used to temporary replace the actual collision shape by a child collision shape. | 
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| 211 | void    internalSetTemporaryCollisionShape(btCollisionShape* collisionShape) | 
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| 212 | { | 
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| 213 | m_collisionShape = collisionShape; | 
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| 214 | } | 
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| 215 |  | 
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| 216 | SIMD_FORCE_INLINE       int     getActivationState() const { return m_activationState1;} | 
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| 217 |  | 
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| 218 | void setActivationState(int newState); | 
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| 219 |  | 
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| 220 | void    setDeactivationTime(btScalar time) | 
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| 221 | { | 
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| 222 | m_deactivationTime = time; | 
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| 223 | } | 
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| 224 | btScalar        getDeactivationTime() const | 
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| 225 | { | 
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| 226 | return m_deactivationTime; | 
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| 227 | } | 
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| 228 |  | 
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| 229 | void forceActivationState(int newState); | 
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| 230 |  | 
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| 231 | void    activate(bool forceActivation = false); | 
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| 232 |  | 
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| 233 | SIMD_FORCE_INLINE bool isActive() const | 
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| 234 | { | 
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| 235 | return ((getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION)); | 
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| 236 | } | 
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| 237 |  | 
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| 238 | void    setRestitution(btScalar rest) | 
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| 239 | { | 
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| 240 | m_restitution = rest; | 
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| 241 | } | 
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| 242 | btScalar        getRestitution() const | 
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| 243 | { | 
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| 244 | return m_restitution; | 
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| 245 | } | 
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| 246 | void    setFriction(btScalar frict) | 
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| 247 | { | 
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| 248 | m_friction = frict; | 
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| 249 | } | 
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| 250 | btScalar        getFriction() const | 
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| 251 | { | 
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| 252 | return m_friction; | 
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| 253 | } | 
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| 254 |  | 
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| 255 | ///reserved for Bullet internal usage | 
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| 256 | int     getInternalType() const | 
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| 257 | { | 
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| 258 | return m_internalType; | 
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| 259 | } | 
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| 260 |  | 
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| 261 | btTransform&    getWorldTransform() | 
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| 262 | { | 
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| 263 | return m_worldTransform; | 
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| 264 | } | 
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| 265 |  | 
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| 266 | const btTransform&      getWorldTransform() const | 
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| 267 | { | 
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| 268 | return m_worldTransform; | 
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| 269 | } | 
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| 270 |  | 
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| 271 | void    setWorldTransform(const btTransform& worldTrans) | 
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| 272 | { | 
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| 273 | m_worldTransform = worldTrans; | 
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| 274 | } | 
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| 275 |  | 
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| 276 |  | 
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| 277 | SIMD_FORCE_INLINE btBroadphaseProxy*    getBroadphaseHandle() | 
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| 278 | { | 
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| 279 | return m_broadphaseHandle; | 
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| 280 | } | 
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| 281 |  | 
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| 282 | SIMD_FORCE_INLINE const btBroadphaseProxy*      getBroadphaseHandle() const | 
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| 283 | { | 
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| 284 | return m_broadphaseHandle; | 
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| 285 | } | 
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| 286 |  | 
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| 287 | void    setBroadphaseHandle(btBroadphaseProxy* handle) | 
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| 288 | { | 
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| 289 | m_broadphaseHandle = handle; | 
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| 290 | } | 
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| 291 |  | 
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| 292 |  | 
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| 293 | const btTransform&      getInterpolationWorldTransform() const | 
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| 294 | { | 
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| 295 | return m_interpolationWorldTransform; | 
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| 296 | } | 
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| 297 |  | 
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| 298 | btTransform&    getInterpolationWorldTransform() | 
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| 299 | { | 
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| 300 | return m_interpolationWorldTransform; | 
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| 301 | } | 
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| 302 |  | 
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| 303 | void    setInterpolationWorldTransform(const btTransform&       trans) | 
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| 304 | { | 
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| 305 | m_interpolationWorldTransform = trans; | 
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| 306 | } | 
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| 307 |  | 
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| 308 | void    setInterpolationLinearVelocity(const btVector3& linvel) | 
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| 309 | { | 
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| 310 | m_interpolationLinearVelocity = linvel; | 
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| 311 | } | 
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| 312 |  | 
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| 313 | void    setInterpolationAngularVelocity(const btVector3& angvel) | 
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| 314 | { | 
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| 315 | m_interpolationAngularVelocity = angvel; | 
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| 316 | } | 
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| 317 |  | 
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| 318 | const btVector3&        getInterpolationLinearVelocity() const | 
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| 319 | { | 
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| 320 | return m_interpolationLinearVelocity; | 
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| 321 | } | 
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| 322 |  | 
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| 323 | const btVector3&        getInterpolationAngularVelocity() const | 
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| 324 | { | 
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| 325 | return m_interpolationAngularVelocity; | 
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| 326 | } | 
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| 327 |  | 
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| 328 | SIMD_FORCE_INLINE int getIslandTag() const | 
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| 329 | { | 
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| 330 | return  m_islandTag1; | 
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| 331 | } | 
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| 332 |  | 
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| 333 | void    setIslandTag(int tag) | 
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| 334 | { | 
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| 335 | m_islandTag1 = tag; | 
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| 336 | } | 
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| 337 |  | 
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| 338 | SIMD_FORCE_INLINE int getCompanionId() const | 
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| 339 | { | 
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| 340 | return  m_companionId; | 
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| 341 | } | 
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| 342 |  | 
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| 343 | void    setCompanionId(int id) | 
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| 344 | { | 
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| 345 | m_companionId = id; | 
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| 346 | } | 
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| 347 |  | 
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| 348 | SIMD_FORCE_INLINE btScalar                      getHitFraction() const | 
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| 349 | { | 
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| 350 | return m_hitFraction; | 
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| 351 | } | 
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| 352 |  | 
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| 353 | void    setHitFraction(btScalar hitFraction) | 
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| 354 | { | 
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| 355 | m_hitFraction = hitFraction; | 
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| 356 | } | 
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| 357 |  | 
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| 358 |  | 
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| 359 | SIMD_FORCE_INLINE int   getCollisionFlags() const | 
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| 360 | { | 
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| 361 | return m_collisionFlags; | 
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| 362 | } | 
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| 363 |  | 
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| 364 | void    setCollisionFlags(int flags) | 
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| 365 | { | 
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| 366 | m_collisionFlags = flags; | 
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| 367 | } | 
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| 368 |  | 
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| 369 | ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:: | 
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| 370 | btScalar                        getCcdSweptSphereRadius() const | 
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| 371 | { | 
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| 372 | return m_ccdSweptSphereRadius; | 
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| 373 | } | 
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| 374 |  | 
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| 375 | ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:: | 
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| 376 | void    setCcdSweptSphereRadius(btScalar radius) | 
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| 377 | { | 
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| 378 | m_ccdSweptSphereRadius = radius; | 
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| 379 | } | 
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| 380 |  | 
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| 381 | btScalar        getCcdMotionThreshold() const | 
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| 382 | { | 
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| 383 | return m_ccdMotionThreshold; | 
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| 384 | } | 
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| 385 |  | 
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| 386 | btScalar        getCcdSquareMotionThreshold() const | 
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| 387 | { | 
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| 388 | return m_ccdMotionThreshold*m_ccdMotionThreshold; | 
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| 389 | } | 
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| 390 |  | 
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| 391 |  | 
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| 392 |  | 
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| 393 | /// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold | 
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| 394 | void    setCcdMotionThreshold(btScalar ccdMotionThreshold) | 
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| 395 | { | 
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| 396 | m_ccdMotionThreshold = ccdMotionThreshold*ccdMotionThreshold; | 
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| 397 | } | 
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| 398 |  | 
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| 399 | ///users can point to their objects, userPointer is not used by Bullet | 
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| 400 | void*   getUserPointer() const | 
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| 401 | { | 
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| 402 | return m_userObjectPointer; | 
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| 403 | } | 
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| 404 |  | 
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| 405 | ///users can point to their objects, userPointer is not used by Bullet | 
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| 406 | void    setUserPointer(void* userPointer) | 
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| 407 | { | 
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| 408 | m_userObjectPointer = userPointer; | 
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| 409 | } | 
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| 410 |  | 
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| 411 |  | 
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| 412 | inline bool checkCollideWith(btCollisionObject* co) | 
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| 413 | { | 
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| 414 | if (m_checkCollideWith) | 
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| 415 | return checkCollideWithOverride(co); | 
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| 416 |  | 
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| 417 | return true; | 
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| 418 | } | 
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| 419 | }; | 
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| 420 |  | 
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| 421 | #endif //COLLISION_OBJECT_H | 
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