godot/thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3ClipFaces.h

172 lines
5.0 KiB
C++

#ifndef B3_CLIP_FACES_H
#define B3_CLIP_FACES_H
#include "Bullet3Common/shared/b3Int4.h"
#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Collidable.h"
#include "Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h"
#include "Bullet3Collision/NarrowPhaseCollision/shared/b3BvhSubtreeInfoData.h"
#include "Bullet3Collision/NarrowPhaseCollision/shared/b3QuantizedBvhNodeData.h"
#include "Bullet3Collision/NarrowPhaseCollision/shared/b3ConvexPolyhedronData.h"
inline b3Float4 b3Lerp3(b3Float4ConstArg a, b3Float4ConstArg b, float t)
{
return b3MakeFloat4(a.x + (b.x - a.x) * t,
a.y + (b.y - a.y) * t,
a.z + (b.z - a.z) * t,
0.f);
}
// Clips a face to the back of a plane, return the number of vertices out, stored in ppVtxOut
int clipFaceGlobal(__global const b3Float4* pVtxIn, int numVertsIn, b3Float4ConstArg planeNormalWS, float planeEqWS, __global b3Float4* ppVtxOut)
{
int ve;
float ds, de;
int numVertsOut = 0;
//double-check next test
// if (numVertsIn < 2)
// return 0;
b3Float4 firstVertex = pVtxIn[numVertsIn - 1];
b3Float4 endVertex = pVtxIn[0];
ds = b3Dot(planeNormalWS, firstVertex) + planeEqWS;
for (ve = 0; ve < numVertsIn; ve++)
{
endVertex = pVtxIn[ve];
de = b3Dot(planeNormalWS, endVertex) + planeEqWS;
if (ds < 0)
{
if (de < 0)
{
// Start < 0, end < 0, so output endVertex
ppVtxOut[numVertsOut++] = endVertex;
}
else
{
// Start < 0, end >= 0, so output intersection
ppVtxOut[numVertsOut++] = b3Lerp3(firstVertex, endVertex, (ds * 1.f / (ds - de)));
}
}
else
{
if (de < 0)
{
// Start >= 0, end < 0 so output intersection and end
ppVtxOut[numVertsOut++] = b3Lerp3(firstVertex, endVertex, (ds * 1.f / (ds - de)));
ppVtxOut[numVertsOut++] = endVertex;
}
}
firstVertex = endVertex;
ds = de;
}
return numVertsOut;
}
__kernel void clipFacesAndFindContactsKernel(__global const b3Float4* separatingNormals,
__global const int* hasSeparatingAxis,
__global b3Int4* clippingFacesOut,
__global b3Float4* worldVertsA1,
__global b3Float4* worldNormalsA1,
__global b3Float4* worldVertsB1,
__global b3Float4* worldVertsB2,
int vertexFaceCapacity,
int pairIndex)
{
// int i = get_global_id(0);
//int pairIndex = i;
int i = pairIndex;
float minDist = -1e30f;
float maxDist = 0.02f;
// if (i<numPairs)
{
if (hasSeparatingAxis[i])
{
// int bodyIndexA = pairs[i].x;
// int bodyIndexB = pairs[i].y;
int numLocalContactsOut = 0;
int capacityWorldVertsB2 = vertexFaceCapacity;
__global b3Float4* pVtxIn = &worldVertsB1[pairIndex * capacityWorldVertsB2];
__global b3Float4* pVtxOut = &worldVertsB2[pairIndex * capacityWorldVertsB2];
{
__global b3Int4* clippingFaces = clippingFacesOut;
int closestFaceA = clippingFaces[pairIndex].x;
// int closestFaceB = clippingFaces[pairIndex].y;
int numVertsInA = clippingFaces[pairIndex].z;
int numVertsInB = clippingFaces[pairIndex].w;
int numVertsOut = 0;
if (closestFaceA >= 0)
{
// clip polygon to back of planes of all faces of hull A that are adjacent to witness face
for (int e0 = 0; e0 < numVertsInA; e0++)
{
const b3Float4 aw = worldVertsA1[pairIndex * capacityWorldVertsB2 + e0];
const b3Float4 bw = worldVertsA1[pairIndex * capacityWorldVertsB2 + ((e0 + 1) % numVertsInA)];
const b3Float4 WorldEdge0 = aw - bw;
b3Float4 worldPlaneAnormal1 = worldNormalsA1[pairIndex];
b3Float4 planeNormalWS1 = -b3Cross(WorldEdge0, worldPlaneAnormal1);
b3Float4 worldA1 = aw;
float planeEqWS1 = -b3Dot(worldA1, planeNormalWS1);
b3Float4 planeNormalWS = planeNormalWS1;
float planeEqWS = planeEqWS1;
numVertsOut = clipFaceGlobal(pVtxIn, numVertsInB, planeNormalWS, planeEqWS, pVtxOut);
__global b3Float4* tmp = pVtxOut;
pVtxOut = pVtxIn;
pVtxIn = tmp;
numVertsInB = numVertsOut;
numVertsOut = 0;
}
b3Float4 planeNormalWS = worldNormalsA1[pairIndex];
float planeEqWS = -b3Dot(planeNormalWS, worldVertsA1[pairIndex * capacityWorldVertsB2]);
for (int i = 0; i < numVertsInB; i++)
{
float depth = b3Dot(planeNormalWS, pVtxIn[i]) + planeEqWS;
if (depth <= minDist)
{
depth = minDist;
}
/*
static float maxDepth = 0.f;
if (depth < maxDepth)
{
maxDepth = depth;
if (maxDepth < -10)
{
printf("error at framecount %d?\n",myframecount);
}
printf("maxDepth = %f\n", maxDepth);
}
*/
if (depth <= maxDist)
{
b3Float4 pointInWorld = pVtxIn[i];
pVtxOut[numLocalContactsOut++] = b3MakeFloat4(pointInWorld.x, pointInWorld.y, pointInWorld.z, depth);
}
}
}
clippingFaces[pairIndex].w = numLocalContactsOut;
}
for (int i = 0; i < numLocalContactsOut; i++)
pVtxIn[i] = pVtxOut[i];
} // if (hasSeparatingAxis[i])
} // if (i<numPairs)
}
#endif //B3_CLIP_FACES_H