UNPKG

cannon

Version:

A lightweight 3D physics engine written in JavaScript.

208 lines (187 loc) 6.04 kB
var Body = require('../objects/Body'); var Vec3 = require('../math/Vec3'); var Quaternion = require('../math/Quaternion'); var Shape = require('../shapes/Shape'); var Plane = require('../shapes/Plane'); module.exports = Broadphase; /** * Base class for broadphase implementations * @class Broadphase * @constructor * @author schteppe */ function Broadphase(){ /** * The world to search for collisions in. * @property world * @type {World} */ this.world = null; /** * If set to true, the broadphase uses bounding boxes for intersection test, else it uses bounding spheres. * @property useBoundingBoxes * @type {Boolean} */ this.useBoundingBoxes = false; /** * Set to true if the objects in the world moved. * @property {Boolean} dirty */ this.dirty = true; } /** * Get the collision pairs from the world * @method collisionPairs * @param {World} world The world to search in * @param {Array} p1 Empty array to be filled with body objects * @param {Array} p2 Empty array to be filled with body objects */ Broadphase.prototype.collisionPairs = function(world,p1,p2){ throw new Error("collisionPairs not implemented for this BroadPhase class!"); }; /** * Check if a body pair needs to be intersection tested at all. * @method needBroadphaseCollision * @param {Body} bodyA * @param {Body} bodyB * @return {bool} */ var Broadphase_needBroadphaseCollision_STATIC_OR_KINEMATIC = Body.STATIC | Body.KINEMATIC; Broadphase.prototype.needBroadphaseCollision = function(bodyA,bodyB){ // Check collision filter masks if( (bodyA.collisionFilterGroup & bodyB.collisionFilterMask)===0 || (bodyB.collisionFilterGroup & bodyA.collisionFilterMask)===0){ return false; } // Check types if(((bodyA.type & Broadphase_needBroadphaseCollision_STATIC_OR_KINEMATIC)!==0 || bodyA.sleepState === Body.SLEEPING) && ((bodyB.type & Broadphase_needBroadphaseCollision_STATIC_OR_KINEMATIC)!==0 || bodyB.sleepState === Body.SLEEPING)) { // Both bodies are static, kinematic or sleeping. Skip. return false; } return true; }; /** * Check if the bounding volumes of two bodies intersect. * @method intersectionTest * @param {Body} bodyA * @param {Body} bodyB * @param {array} pairs1 * @param {array} pairs2 */ Broadphase.prototype.intersectionTest = function(bodyA, bodyB, pairs1, pairs2){ if(this.useBoundingBoxes){ this.doBoundingBoxBroadphase(bodyA,bodyB,pairs1,pairs2); } else { this.doBoundingSphereBroadphase(bodyA,bodyB,pairs1,pairs2); } }; /** * Check if the bounding spheres of two bodies are intersecting. * @method doBoundingSphereBroadphase * @param {Body} bodyA * @param {Body} bodyB * @param {Array} pairs1 bodyA is appended to this array if intersection * @param {Array} pairs2 bodyB is appended to this array if intersection */ var Broadphase_collisionPairs_r = new Vec3(), // Temp objects Broadphase_collisionPairs_normal = new Vec3(), Broadphase_collisionPairs_quat = new Quaternion(), Broadphase_collisionPairs_relpos = new Vec3(); Broadphase.prototype.doBoundingSphereBroadphase = function(bodyA,bodyB,pairs1,pairs2){ var r = Broadphase_collisionPairs_r; bodyB.position.vsub(bodyA.position,r); var boundingRadiusSum2 = Math.pow(bodyA.boundingRadius + bodyB.boundingRadius, 2); var norm2 = r.norm2(); if(norm2 < boundingRadiusSum2){ pairs1.push(bodyA); pairs2.push(bodyB); } }; /** * Check if the bounding boxes of two bodies are intersecting. * @method doBoundingBoxBroadphase * @param {Body} bodyA * @param {Body} bodyB * @param {Array} pairs1 * @param {Array} pairs2 */ Broadphase.prototype.doBoundingBoxBroadphase = function(bodyA,bodyB,pairs1,pairs2){ if(bodyA.aabbNeedsUpdate){ bodyA.computeAABB(); } if(bodyB.aabbNeedsUpdate){ bodyB.computeAABB(); } // Check AABB / AABB if(bodyA.aabb.overlaps(bodyB.aabb)){ pairs1.push(bodyA); pairs2.push(bodyB); } }; /** * Removes duplicate pairs from the pair arrays. * @method makePairsUnique * @param {Array} pairs1 * @param {Array} pairs2 */ var Broadphase_makePairsUnique_temp = { keys:[] }, Broadphase_makePairsUnique_p1 = [], Broadphase_makePairsUnique_p2 = []; Broadphase.prototype.makePairsUnique = function(pairs1,pairs2){ var t = Broadphase_makePairsUnique_temp, p1 = Broadphase_makePairsUnique_p1, p2 = Broadphase_makePairsUnique_p2, N = pairs1.length; for(var i=0; i!==N; i++){ p1[i] = pairs1[i]; p2[i] = pairs2[i]; } pairs1.length = 0; pairs2.length = 0; for(var i=0; i!==N; i++){ var id1 = p1[i].id, id2 = p2[i].id; var key = id1 < id2 ? id1+","+id2 : id2+","+id1; t[key] = i; t.keys.push(key); } for(var i=0; i!==t.keys.length; i++){ var key = t.keys.pop(), pairIndex = t[key]; pairs1.push(p1[pairIndex]); pairs2.push(p2[pairIndex]); delete t[key]; } }; /** * To be implemented by subcasses * @method setWorld * @param {World} world */ Broadphase.prototype.setWorld = function(world){ }; /** * Check if the bounding spheres of two bodies overlap. * @method boundingSphereCheck * @param {Body} bodyA * @param {Body} bodyB * @return {boolean} */ var bsc_dist = new Vec3(); Broadphase.boundingSphereCheck = function(bodyA,bodyB){ var dist = bsc_dist; bodyA.position.vsub(bodyB.position,dist); return Math.pow(bodyA.shape.boundingSphereRadius + bodyB.shape.boundingSphereRadius,2) > dist.norm2(); }; /** * Returns all the bodies within the AABB. * @method aabbQuery * @param {World} world * @param {AABB} aabb * @param {array} result An array to store resulting bodies in. * @return {array} */ Broadphase.prototype.aabbQuery = function(world, aabb, result){ console.warn('.aabbQuery is not implemented in this Broadphase subclass.'); return []; };