Beispiel #1
0
/**
   \todo reduce the number of calling this function when the project is loaded.
*/
void WorldItemImpl::updateCollisionDetector(bool forceUpdate)
{
    if(TRACE_FUNCTIONS){
        os << "WorldItemImpl::updateCollisionDetector()" << endl;
    }

    if(!isCollisionDetectionEnabled){
        return;
    }

    if(forceUpdate){
        updateColdetBodyInfos(coldetBodyInfos);
    } else {
        vector<ColdetBodyInfo> infos;
        updateColdetBodyInfos(infos);
        if(infos.size() == coldetBodyInfos.size()){
            if(std::equal(infos.begin(), infos.end(), coldetBodyInfos.begin(),
                          [](ColdetBodyInfo& info1, ColdetBodyInfo& info2){
                              return (info1.bodyItem == info2.bodyItem &&
                                      info1.isSelfCollisionDetectionEnabled == info2.isSelfCollisionDetectionEnabled); })){
                return; // not changed
            }
        }
        coldetBodyInfos = infos;
    }

    clearCollisionDetector();

    for(auto& bodyInfo : coldetBodyInfos){
        BodyItem* bodyItem = bodyInfo.bodyItem;

        bodyCollisionDetector.addBody(
            bodyItem->body(), bodyInfo.isSelfCollisionDetectionEnabled,
            [&bodyInfo](Link* link, GeometryHandle geometry){
                ColdetLinkInfo* linkInfo = new ColdetLinkInfo(bodyInfo.bodyItem, link, geometry);
                bodyInfo.linkInfos.push_back(linkInfo);
                return linkInfo;
            });

        ColdetBodyInfo* pBodyInfo = &bodyInfo;
        sigKinematicStateChangedConnections.add(
            bodyItem->sigKinematicStateChanged().connect(
                [&, pBodyInfo](){
                    pBodyInfo->kinematicStateChanged = true;
                    updateCollisionsLater.setPriority(kinematicsBar->collisionDetectionPriority());
                    updateCollisionsLater();
                }));
    }

    bodyCollisionDetector.makeReady();
    updateCollisions(true);
}
Beispiel #2
0
/**
   \todo reduce the number of calling this function when the project is loaded.
*/
void WorldItemImpl::updateCollisionDetector(bool forceUpdate)
{
    if(TRACE_FUNCTIONS){
        os << "WorldItemImpl::updateCollisionDetector()" << endl;
    }

    if(!isCollisionDetectionEnabled){
        return;
    }

    if(!forceUpdate){
        ItemList<BodyItem> prevBodyItems = collisionBodyItems;
        boost::dynamic_bitset<> prevSelfCollisionFlags = collisionBodyItemsSelfCollisionFlags;
        updateCollisionBodyItems();
        if(collisionBodyItems == prevBodyItems &&
            collisionBodyItemsSelfCollisionFlags == prevSelfCollisionFlags){
            return;
        }
    } else {
        updateCollisionBodyItems();
    }

    clearCollisionDetector();

    for(size_t i=0; i < collisionBodyItems.size(); ++i){
        BodyItem* bodyItem = collisionBodyItems.get(i);
        const BodyPtr& body = bodyItem->body();
        const int numLinks = body->numLinks();
            
        pair<BodyItemInfoMap::iterator, bool> inserted =
            bodyItemInfoMap.insert(make_pair(bodyItem, BodyItemInfo()));
        BodyItemInfo& info = inserted.first->second;
            
        info.geometryId = addBodyToCollisionDetector(
            *body, *collisionDetector, bodyItem->isSelfCollisionDetectionEnabled());
        geometryIdToBodyInfoMap.resize(collisionDetector->numGeometries(), inserted.first);
        
        sigKinematicStateChangedConnections.add(
            bodyItem->sigKinematicStateChanged().connect(
                std::bind(&WorldItemImpl::onBodyKinematicStateChanged, this, bodyItem)));
    }

    collisionDetector->makeReady();
    updateCollisions(true);
}