e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
181 lines
5.0 KiB
C++
181 lines
5.0 KiB
C++
/*! \file btGImpactShape.h
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\author Francisco Leon Najera
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*/
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/*
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This source file is part of GIMPACT Library.
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For the latest info, see http://gimpact.sourceforge.net/
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Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
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email: projectileman@yahoo.com
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef GIMPACT_TRIANGLE_SHAPE_EX_H
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#define GIMPACT_TRIANGLE_SHAPE_EX_H
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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#include "btBoxCollision.h"
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#include "btClipPolygon.h"
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#include "btGeometryOperations.h"
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#define MAX_TRI_CLIPPING 16
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//! Structure for collision
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struct GIM_TRIANGLE_CONTACT
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{
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btScalar m_penetration_depth;
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int m_point_count;
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btVector4 m_separating_normal;
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btVector3 m_points[MAX_TRI_CLIPPING];
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SIMD_FORCE_INLINE void copy_from(const GIM_TRIANGLE_CONTACT& other)
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{
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m_penetration_depth = other.m_penetration_depth;
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m_separating_normal = other.m_separating_normal;
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m_point_count = other.m_point_count;
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int i = m_point_count;
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while(i--)
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{
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m_points[i] = other.m_points[i];
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}
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}
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GIM_TRIANGLE_CONTACT()
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{
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}
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GIM_TRIANGLE_CONTACT(const GIM_TRIANGLE_CONTACT& other)
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{
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copy_from(other);
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}
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//! classify points that are closer
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void merge_points(const btVector4 & plane,
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btScalar margin, const btVector3 * points, int point_count);
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};
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class btPrimitiveTriangle
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{
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public:
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btVector3 m_vertices[3];
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btVector4 m_plane;
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btScalar m_margin;
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btScalar m_dummy;
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btPrimitiveTriangle():m_margin(0.01f)
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{
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}
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SIMD_FORCE_INLINE void buildTriPlane()
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{
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btVector3 normal = (m_vertices[1]-m_vertices[0]).cross(m_vertices[2]-m_vertices[0]);
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normal.normalize();
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m_plane.setValue(normal[0],normal[1],normal[2],m_vertices[0].dot(normal));
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}
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//! Test if triangles could collide
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bool overlap_test_conservative(const btPrimitiveTriangle& other);
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//! Calcs the plane which is paralele to the edge and perpendicular to the triangle plane
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/*!
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\pre this triangle must have its plane calculated.
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*/
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SIMD_FORCE_INLINE void get_edge_plane(int edge_index, btVector4 &plane) const
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{
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const btVector3 & e0 = m_vertices[edge_index];
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const btVector3 & e1 = m_vertices[(edge_index+1)%3];
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bt_edge_plane(e0,e1,m_plane,plane);
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}
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void applyTransform(const btTransform& t)
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{
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m_vertices[0] = t(m_vertices[0]);
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m_vertices[1] = t(m_vertices[1]);
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m_vertices[2] = t(m_vertices[2]);
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}
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//! Clips the triangle against this
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/*!
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\pre clipped_points must have MAX_TRI_CLIPPING size, and this triangle must have its plane calculated.
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\return the number of clipped points
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*/
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int clip_triangle(btPrimitiveTriangle & other, btVector3 * clipped_points );
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//! Find collision using the clipping method
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/*!
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\pre this triangle and other must have their triangles calculated
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*/
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bool find_triangle_collision_clip_method(btPrimitiveTriangle & other, GIM_TRIANGLE_CONTACT & contacts);
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};
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//! Helper class for colliding Bullet Triangle Shapes
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/*!
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This class implements a better getAabb method than the previous btTriangleShape class
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*/
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class btTriangleShapeEx: public btTriangleShape
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{
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public:
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btTriangleShapeEx():btTriangleShape(btVector3(0,0,0),btVector3(0,0,0),btVector3(0,0,0))
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{
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}
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btTriangleShapeEx(const btVector3& p0,const btVector3& p1,const btVector3& p2): btTriangleShape(p0,p1,p2)
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{
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}
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btTriangleShapeEx(const btTriangleShapeEx & other): btTriangleShape(other.m_vertices1[0],other.m_vertices1[1],other.m_vertices1[2])
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{
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}
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virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax)const
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{
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btVector3 tv0 = t(m_vertices1[0]);
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btVector3 tv1 = t(m_vertices1[1]);
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btVector3 tv2 = t(m_vertices1[2]);
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btAABB trianglebox(tv0,tv1,tv2,m_collisionMargin);
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aabbMin = trianglebox.m_min;
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aabbMax = trianglebox.m_max;
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}
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void applyTransform(const btTransform& t)
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{
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m_vertices1[0] = t(m_vertices1[0]);
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m_vertices1[1] = t(m_vertices1[1]);
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m_vertices1[2] = t(m_vertices1[2]);
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}
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SIMD_FORCE_INLINE void buildTriPlane(btVector4 & plane) const
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{
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btVector3 normal = (m_vertices1[1]-m_vertices1[0]).cross(m_vertices1[2]-m_vertices1[0]);
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normal.normalize();
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plane.setValue(normal[0],normal[1],normal[2],m_vertices1[0].dot(normal));
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}
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bool overlap_test_conservative(const btTriangleShapeEx& other);
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};
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#endif //GIMPACT_TRIANGLE_MESH_SHAPE_H
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