Package com.bulletphysics.collision.dispatch

Source Code of com.bulletphysics.collision.dispatch.SphereSphereCollisionAlgorithm$CreateFunc

/*
* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
*
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2008 Erwin Coumans  http://www.bulletphysics.com/
*
* 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.
*/

package com.bulletphysics.collision.dispatch;

import com.bulletphysics.BulletGlobals;
import com.bulletphysics.collision.broadphase.CollisionAlgorithm;
import com.bulletphysics.collision.broadphase.CollisionAlgorithmConstructionInfo;
import com.bulletphysics.collision.broadphase.DispatcherInfo;
import com.bulletphysics.collision.narrowphase.PersistentManifold;
import com.bulletphysics.collision.shapes.SphereShape;
import com.bulletphysics.linearmath.Transform;
import com.bulletphysics.util.ObjectArrayList;
import com.bulletphysics.util.ObjectPool;
import cz.advel.stack.Stack;
import javax.vecmath.Vector3f;

/**
* Provides collision detection between two spheres.
*
* @author jezek2
*/
public class SphereSphereCollisionAlgorithm extends CollisionAlgorithm {
 
  private boolean ownManifold;
  private PersistentManifold manifoldPtr;
 
  public void init(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject col0, CollisionObject col1) {
    super.init(ci);
    manifoldPtr = mf;

    if (manifoldPtr == null) {
      manifoldPtr = dispatcher.getNewManifold(col0, col1);
      ownManifold = true;
    }
  }

  @Override
  public void init(CollisionAlgorithmConstructionInfo ci) {
    super.init(ci);
  }
 
  @Override
  public void destroy() {
    if (ownManifold) {
      if (manifoldPtr != null) {
        dispatcher.releaseManifold(manifoldPtr);
      }
      manifoldPtr = null;
    }
  }
 
  @Override
  public void processCollision(CollisionObject col0, CollisionObject col1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) {
    if (manifoldPtr == null) {
      return;
    }
   
    Transform tmpTrans1 = Stack.alloc(Transform.class);
    Transform tmpTrans2 = Stack.alloc(Transform.class);

    resultOut.setPersistentManifold(manifoldPtr);

    SphereShape sphere0 = (SphereShape) col0.getCollisionShape();
    SphereShape sphere1 = (SphereShape) col1.getCollisionShape();

    Vector3f diff = Stack.alloc(Vector3f.class);
    diff.sub(col0.getWorldTransform(tmpTrans1).origin, col1.getWorldTransform(tmpTrans2).origin);

    float len = diff.length();
    float radius0 = sphere0.getRadius();
    float radius1 = sphere1.getRadius();

    //#ifdef CLEAR_MANIFOLD
    //manifoldPtr.clearManifold(); // don't do this, it disables warmstarting
    //#endif

    // if distance positive, don't generate a new contact
    if (len > (radius0 + radius1)) {
      //#ifndef CLEAR_MANIFOLD
      resultOut.refreshContactPoints();
      //#endif //CLEAR_MANIFOLD
      return;
    }
    // distance (negative means penetration)
    float dist = len - (radius0 + radius1);

    Vector3f normalOnSurfaceB = Stack.alloc(Vector3f.class);
    normalOnSurfaceB.set(1f, 0f, 0f);
    if (len > BulletGlobals.FLT_EPSILON) {
      normalOnSurfaceB.scale(1f / len, diff);
    }

    Vector3f tmp = Stack.alloc(Vector3f.class);

    // point on A (worldspace)
    Vector3f pos0 = Stack.alloc(Vector3f.class);
    tmp.scale(radius0, normalOnSurfaceB);
    pos0.sub(col0.getWorldTransform(tmpTrans1).origin, tmp);

    // point on B (worldspace)
    Vector3f pos1 = Stack.alloc(Vector3f.class);
    tmp.scale(radius1, normalOnSurfaceB);
    pos1.add(col1.getWorldTransform(tmpTrans2).origin, tmp);

    // report a contact. internally this will be kept persistent, and contact reduction is done
    resultOut.addContactPoint(normalOnSurfaceB, pos1, dist);

    //#ifndef CLEAR_MANIFOLD
    resultOut.refreshContactPoints();
    //#endif //CLEAR_MANIFOLD
  }

  @Override
  public float calculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) {
    return 1f;
  }

  @Override
  public void getAllContactManifolds(ObjectArrayList<PersistentManifold> manifoldArray) {
    if (manifoldPtr != null && ownManifold) {
      manifoldArray.add(manifoldPtr);
    }
  }
 
  ////////////////////////////////////////////////////////////////////////////

  public static class CreateFunc extends CollisionAlgorithmCreateFunc {
    private final ObjectPool<SphereSphereCollisionAlgorithm> pool = ObjectPool.get(SphereSphereCollisionAlgorithm.class);

    @Override
    public CollisionAlgorithm createCollisionAlgorithm(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1) {
      SphereSphereCollisionAlgorithm algo = pool.get();
      algo.init(null, ci, body0, body1);
      return algo;
    }

    @Override
    public void releaseCollisionAlgorithm(CollisionAlgorithm algo) {
      pool.release((SphereSphereCollisionAlgorithm)algo);
    }
  };
 
}
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