/* * 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 com.bulletphysics.util.Stack; import com.bulletphysics.util.Supplier; 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; } Stack stack = Stack.enter(); Transform tmpTrans1 = stack.allocTransform(); Transform tmpTrans2 = stack.allocTransform(); resultOut.setPersistentManifold(manifoldPtr); SphereShape sphere0 = (SphereShape) col0.getCollisionShape(); SphereShape sphere1 = (SphereShape) col1.getCollisionShape(); Vector3f diff = stack.allocVector3f(); 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.allocVector3f(); normalOnSurfaceB.set(1f, 0f, 0f); if (len > BulletGlobals.FLT_EPSILON) { normalOnSurfaceB.scale(1f / len, diff); } Vector3f tmp = stack.allocVector3f(); // point on A (worldspace) Vector3f pos0 = stack.allocVector3f(); tmp.scale(radius0, normalOnSurfaceB); pos0.sub(col0.getWorldTransform(tmpTrans1).origin, tmp); // point on B (worldspace) Vector3f pos1 = stack.allocVector3f(); 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 stack.leave(); } @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, new Supplier<SphereSphereCollisionAlgorithm>() { @Override public SphereSphereCollisionAlgorithm get() { return new SphereSphereCollisionAlgorithm(); }}); @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); } }; }