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authorAndreaCatania <info@andreacatania.com>2017-08-01 14:30:58 +0200
committerAndreaCatania <info@andreacatania.com>2017-11-04 20:08:26 +0100
commited047261f06f814eeb88a1f6ee2dd8abd7a14034 (patch)
tree3addbdbfa8ca5068226a644a0dbbbee0ed691303 /thirdparty/bullet/src/BulletCollision/Gimpact/gim_tri_collision.cpp
parent3cbcf5c2ddadf1cd630137d6bd438634b8517b00 (diff)
Vendor thirdparty Bullet source for upcoming physics server backend
Diffstat (limited to 'thirdparty/bullet/src/BulletCollision/Gimpact/gim_tri_collision.cpp')
-rw-r--r--thirdparty/bullet/src/BulletCollision/Gimpact/gim_tri_collision.cpp640
1 files changed, 640 insertions, 0 deletions
diff --git a/thirdparty/bullet/src/BulletCollision/Gimpact/gim_tri_collision.cpp b/thirdparty/bullet/src/BulletCollision/Gimpact/gim_tri_collision.cpp
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+++ b/thirdparty/bullet/src/BulletCollision/Gimpact/gim_tri_collision.cpp
@@ -0,0 +1,640 @@
+
+/*! \file gim_tri_collision.h
+\author Francisco Leon Najera
+*/
+/*
+-----------------------------------------------------------------------------
+This source file is part of GIMPACT Library.
+
+For the latest info, see http://gimpact.sourceforge.net/
+
+Copyright (c) 2006 Francisco Leon Najera. C.C. 80087371.
+email: projectileman@yahoo.com
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of EITHER:
+ (1) The GNU Lesser General Public License as published by the Free
+ Software Foundation; either version 2.1 of the License, or (at
+ your option) any later version. The text of the GNU Lesser
+ General Public License is included with this library in the
+ file GIMPACT-LICENSE-LGPL.TXT.
+ (2) The BSD-style license that is included with this library in
+ the file GIMPACT-LICENSE-BSD.TXT.
+ (3) The zlib/libpng license that is included with this library in
+ the file GIMPACT-LICENSE-ZLIB.TXT.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
+ GIMPACT-LICENSE-LGPL.TXT, GIMPACT-LICENSE-ZLIB.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
+
+-----------------------------------------------------------------------------
+*/
+
+#include "gim_tri_collision.h"
+
+
+#define TRI_LOCAL_EPSILON 0.000001f
+#define MIN_EDGE_EDGE_DIS 0.00001f
+
+
+class GIM_TRIANGLE_CALCULATION_CACHE
+{
+public:
+ GREAL margin;
+ btVector3 tu_vertices[3];
+ btVector3 tv_vertices[3];
+ btVector4 tu_plane;
+ btVector4 tv_plane;
+ btVector3 closest_point_u;
+ btVector3 closest_point_v;
+ btVector3 edge_edge_dir;
+ btVector3 distances;
+ GREAL du[4];
+ GREAL du0du1;
+ GREAL du0du2;
+ GREAL dv[4];
+ GREAL dv0dv1;
+ GREAL dv0dv2;
+ btVector3 temp_points[MAX_TRI_CLIPPING];
+ btVector3 temp_points1[MAX_TRI_CLIPPING];
+ btVector3 contact_points[MAX_TRI_CLIPPING];
+
+
+
+ //! if returns false, the faces are paralele
+ SIMD_FORCE_INLINE bool compute_intervals(
+ const GREAL &D0,
+ const GREAL &D1,
+ const GREAL &D2,
+ const GREAL &D0D1,
+ const GREAL &D0D2,
+ GREAL & scale_edge0,
+ GREAL & scale_edge1,
+ GUINT &edge_index0,
+ GUINT &edge_index1)
+ {
+ if(D0D1>0.0f)
+ {
+ /* here we know that D0D2<=0.0 */
+ /* that is D0, D1 are on the same side, D2 on the other or on the plane */
+ scale_edge0 = -D2/(D0-D2);
+ scale_edge1 = -D1/(D2-D1);
+ edge_index0 = 2;edge_index1 = 1;
+ }
+ else if(D0D2>0.0f)
+ {
+ /* here we know that d0d1<=0.0 */
+ scale_edge0 = -D0/(D1-D0);
+ scale_edge1 = -D1/(D2-D1);
+ edge_index0 = 0;edge_index1 = 1;
+ }
+ else if(D1*D2>0.0f || D0!=0.0f)
+ {
+ /* here we know that d0d1<=0.0 or that D0!=0.0 */
+ scale_edge0 = -D0/(D1-D0);
+ scale_edge1 = -D2/(D0-D2);
+ edge_index0 = 0 ;edge_index1 = 2;
+ }
+ else
+ {
+ return false;
+ }
+ return true;
+ }
+
+
+ //! clip triangle
+ /*!
+ */
+ SIMD_FORCE_INLINE GUINT clip_triangle(
+ const btVector4 & tri_plane,
+ const btVector3 * tripoints,
+ const btVector3 * srcpoints,
+ btVector3 * clip_points)
+ {
+ // edge 0
+
+ btVector4 edgeplane;
+
+ EDGE_PLANE(tripoints[0],tripoints[1],tri_plane,edgeplane);
+
+ GUINT clipped_count = PLANE_CLIP_TRIANGLE3D(
+ edgeplane,srcpoints[0],srcpoints[1],srcpoints[2],temp_points);
+
+ if(clipped_count == 0) return 0;
+
+ // edge 1
+
+ EDGE_PLANE(tripoints[1],tripoints[2],tri_plane,edgeplane);
+
+ clipped_count = PLANE_CLIP_POLYGON3D(
+ edgeplane,temp_points,clipped_count,temp_points1);
+
+ if(clipped_count == 0) return 0;
+
+ // edge 2
+
+ EDGE_PLANE(tripoints[2],tripoints[0],tri_plane,edgeplane);
+
+ clipped_count = PLANE_CLIP_POLYGON3D(
+ edgeplane,temp_points1,clipped_count,clip_points);
+
+ return clipped_count;
+
+
+ /*GUINT i0 = (tri_plane.closestAxis()+1)%3;
+ GUINT i1 = (i0+1)%3;
+ // edge 0
+ btVector3 temp_points[MAX_TRI_CLIPPING];
+ btVector3 temp_points1[MAX_TRI_CLIPPING];
+
+ GUINT clipped_count= PLANE_CLIP_TRIANGLE_GENERIC(
+ 0,srcpoints[0],srcpoints[1],srcpoints[2],temp_points,
+ DISTANCE_EDGE(tripoints[0],tripoints[1],i0,i1));
+
+
+ if(clipped_count == 0) return 0;
+
+ // edge 1
+ clipped_count = PLANE_CLIP_POLYGON_GENERIC(
+ 0,temp_points,clipped_count,temp_points1,
+ DISTANCE_EDGE(tripoints[1],tripoints[2],i0,i1));
+
+ if(clipped_count == 0) return 0;
+
+ // edge 2
+ clipped_count = PLANE_CLIP_POLYGON_GENERIC(
+ 0,temp_points1,clipped_count,clipped_points,
+ DISTANCE_EDGE(tripoints[2],tripoints[0],i0,i1));
+
+ return clipped_count;*/
+ }
+
+ SIMD_FORCE_INLINE void sort_isect(
+ GREAL & isect0,GREAL & isect1,GUINT &e0,GUINT &e1,btVector3 & vec0,btVector3 & vec1)
+ {
+ if(isect1<isect0)
+ {
+ //swap
+ GIM_SWAP_NUMBERS(isect0,isect1);
+ GIM_SWAP_NUMBERS(e0,e1);
+ btVector3 tmp = vec0;
+ vec0 = vec1;
+ vec1 = tmp;
+ }
+ }
+
+ //! Test verifying interval intersection with the direction between planes
+ /*!
+ \pre tv_plane and tu_plane must be set
+ \post
+ distances[2] is set with the distance
+ closest_point_u, closest_point_v, edge_edge_dir are set too
+ \return
+ - 0: faces are paralele
+ - 1: face U casts face V
+ - 2: face V casts face U
+ - 3: nearest edges
+ */
+ SIMD_FORCE_INLINE GUINT cross_line_intersection_test()
+ {
+ // Compute direction of intersection line
+ edge_edge_dir = tu_plane.cross(tv_plane);
+ GREAL Dlen;
+ VEC_LENGTH(edge_edge_dir,Dlen);
+
+ if(Dlen<0.0001)
+ {
+ return 0; //faces near paralele
+ }
+
+ edge_edge_dir*= 1/Dlen;//normalize
+
+
+ // Compute interval for triangle 1
+ GUINT tu_e0,tu_e1;//edge indices
+ GREAL tu_scale_e0,tu_scale_e1;//edge scale
+ if(!compute_intervals(du[0],du[1],du[2],
+ du0du1,du0du2,tu_scale_e0,tu_scale_e1,tu_e0,tu_e1)) return 0;
+
+ // Compute interval for triangle 2
+ GUINT tv_e0,tv_e1;//edge indices
+ GREAL tv_scale_e0,tv_scale_e1;//edge scale
+
+ if(!compute_intervals(dv[0],dv[1],dv[2],
+ dv0dv1,dv0dv2,tv_scale_e0,tv_scale_e1,tv_e0,tv_e1)) return 0;
+
+ //proyected vertices
+ btVector3 up_e0 = tu_vertices[tu_e0].lerp(tu_vertices[(tu_e0+1)%3],tu_scale_e0);
+ btVector3 up_e1 = tu_vertices[tu_e1].lerp(tu_vertices[(tu_e1+1)%3],tu_scale_e1);
+
+ btVector3 vp_e0 = tv_vertices[tv_e0].lerp(tv_vertices[(tv_e0+1)%3],tv_scale_e0);
+ btVector3 vp_e1 = tv_vertices[tv_e1].lerp(tv_vertices[(tv_e1+1)%3],tv_scale_e1);
+
+ //proyected intervals
+ GREAL isect_u[] = {up_e0.dot(edge_edge_dir),up_e1.dot(edge_edge_dir)};
+ GREAL isect_v[] = {vp_e0.dot(edge_edge_dir),vp_e1.dot(edge_edge_dir)};
+
+ sort_isect(isect_u[0],isect_u[1],tu_e0,tu_e1,up_e0,up_e1);
+ sort_isect(isect_v[0],isect_v[1],tv_e0,tv_e1,vp_e0,vp_e1);
+
+ const GREAL midpoint_u = 0.5f*(isect_u[0]+isect_u[1]); // midpoint
+ const GREAL midpoint_v = 0.5f*(isect_v[0]+isect_v[1]); // midpoint
+
+ if(midpoint_u<midpoint_v)
+ {
+ if(isect_u[1]>=isect_v[1]) // face U casts face V
+ {
+ return 1;
+ }
+ else if(isect_v[0]<=isect_u[0]) // face V casts face U
+ {
+ return 2;
+ }
+ // closest points
+ closest_point_u = up_e1;
+ closest_point_v = vp_e0;
+ // calc edges and separation
+
+ if(isect_u[1]+ MIN_EDGE_EDGE_DIS<isect_v[0]) //calc distance between two lines instead
+ {
+ SEGMENT_COLLISION(
+ tu_vertices[tu_e1],tu_vertices[(tu_e1+1)%3],
+ tv_vertices[tv_e0],tv_vertices[(tv_e0+1)%3],
+ closest_point_u,
+ closest_point_v);
+
+ edge_edge_dir = closest_point_u-closest_point_v;
+ VEC_LENGTH(edge_edge_dir,distances[2]);
+ edge_edge_dir *= 1.0f/distances[2];// normalize
+ }
+ else
+ {
+ distances[2] = isect_v[0]-isect_u[1];//distance negative
+ //edge_edge_dir *= -1.0f; //normal pointing from V to U
+ }
+
+ }
+ else
+ {
+ if(isect_v[1]>=isect_u[1]) // face V casts face U
+ {
+ return 2;
+ }
+ else if(isect_u[0]<=isect_v[0]) // face U casts face V
+ {
+ return 1;
+ }
+ // closest points
+ closest_point_u = up_e0;
+ closest_point_v = vp_e1;
+ // calc edges and separation
+
+ if(isect_v[1]+MIN_EDGE_EDGE_DIS<isect_u[0]) //calc distance between two lines instead
+ {
+ SEGMENT_COLLISION(
+ tu_vertices[tu_e0],tu_vertices[(tu_e0+1)%3],
+ tv_vertices[tv_e1],tv_vertices[(tv_e1+1)%3],
+ closest_point_u,
+ closest_point_v);
+
+ edge_edge_dir = closest_point_u-closest_point_v;
+ VEC_LENGTH(edge_edge_dir,distances[2]);
+ edge_edge_dir *= 1.0f/distances[2];// normalize
+ }
+ else
+ {
+ distances[2] = isect_u[0]-isect_v[1];//distance negative
+ //edge_edge_dir *= -1.0f; //normal pointing from V to U
+ }
+ }
+ return 3;
+ }
+
+
+ //! collides by two sides
+ SIMD_FORCE_INLINE bool triangle_collision(
+ const btVector3 & u0,
+ const btVector3 & u1,
+ const btVector3 & u2,
+ GREAL margin_u,
+ const btVector3 & v0,
+ const btVector3 & v1,
+ const btVector3 & v2,
+ GREAL margin_v,
+ GIM_TRIANGLE_CONTACT_DATA & contacts)
+ {
+
+ margin = margin_u + margin_v;
+
+ tu_vertices[0] = u0;
+ tu_vertices[1] = u1;
+ tu_vertices[2] = u2;
+
+ tv_vertices[0] = v0;
+ tv_vertices[1] = v1;
+ tv_vertices[2] = v2;
+
+ //create planes
+ // plane v vs U points
+
+ TRIANGLE_PLANE(tv_vertices[0],tv_vertices[1],tv_vertices[2],tv_plane);
+
+ du[0] = DISTANCE_PLANE_POINT(tv_plane,tu_vertices[0]);
+ du[1] = DISTANCE_PLANE_POINT(tv_plane,tu_vertices[1]);
+ du[2] = DISTANCE_PLANE_POINT(tv_plane,tu_vertices[2]);
+
+
+ du0du1 = du[0] * du[1];
+ du0du2 = du[0] * du[2];
+
+
+ if(du0du1>0.0f && du0du2>0.0f) // same sign on all of them + not equal 0 ?
+ {
+ if(du[0]<0) //we need test behind the triangle plane
+ {
+ distances[0] = GIM_MAX3(du[0],du[1],du[2]);
+ distances[0] = -distances[0];
+ if(distances[0]>margin) return false; //never intersect
+
+ //reorder triangle v
+ VEC_SWAP(tv_vertices[0],tv_vertices[1]);
+ VEC_SCALE_4(tv_plane,-1.0f,tv_plane);
+ }
+ else
+ {
+ distances[0] = GIM_MIN3(du[0],du[1],du[2]);
+ if(distances[0]>margin) return false; //never intersect
+ }
+ }
+ else
+ {
+ //Look if we need to invert the triangle
+ distances[0] = (du[0]+du[1]+du[2])/3.0f; //centroid
+
+ if(distances[0]<0.0f)
+ {
+ //reorder triangle v
+ VEC_SWAP(tv_vertices[0],tv_vertices[1]);
+ VEC_SCALE_4(tv_plane,-1.0f,tv_plane);
+
+ distances[0] = GIM_MAX3(du[0],du[1],du[2]);
+ distances[0] = -distances[0];
+ }
+ else
+ {
+ distances[0] = GIM_MIN3(du[0],du[1],du[2]);
+ }
+ }
+
+
+ // plane U vs V points
+
+ TRIANGLE_PLANE(tu_vertices[0],tu_vertices[1],tu_vertices[2],tu_plane);
+
+ dv[0] = DISTANCE_PLANE_POINT(tu_plane,tv_vertices[0]);
+ dv[1] = DISTANCE_PLANE_POINT(tu_plane,tv_vertices[1]);
+ dv[2] = DISTANCE_PLANE_POINT(tu_plane,tv_vertices[2]);
+
+ dv0dv1 = dv[0] * dv[1];
+ dv0dv2 = dv[0] * dv[2];
+
+
+ if(dv0dv1>0.0f && dv0dv2>0.0f) // same sign on all of them + not equal 0 ?
+ {
+ if(dv[0]<0) //we need test behind the triangle plane
+ {
+ distances[1] = GIM_MAX3(dv[0],dv[1],dv[2]);
+ distances[1] = -distances[1];
+ if(distances[1]>margin) return false; //never intersect
+
+ //reorder triangle u
+ VEC_SWAP(tu_vertices[0],tu_vertices[1]);
+ VEC_SCALE_4(tu_plane,-1.0f,tu_plane);
+ }
+ else
+ {
+ distances[1] = GIM_MIN3(dv[0],dv[1],dv[2]);
+ if(distances[1]>margin) return false; //never intersect
+ }
+ }
+ else
+ {
+ //Look if we need to invert the triangle
+ distances[1] = (dv[0]+dv[1]+dv[2])/3.0f; //centroid
+
+ if(distances[1]<0.0f)
+ {
+ //reorder triangle v
+ VEC_SWAP(tu_vertices[0],tu_vertices[1]);
+ VEC_SCALE_4(tu_plane,-1.0f,tu_plane);
+
+ distances[1] = GIM_MAX3(dv[0],dv[1],dv[2]);
+ distances[1] = -distances[1];
+ }
+ else
+ {
+ distances[1] = GIM_MIN3(dv[0],dv[1],dv[2]);
+ }
+ }
+
+ GUINT bl;
+ /* bl = cross_line_intersection_test();
+ if(bl==3)
+ {
+ //take edge direction too
+ bl = distances.maxAxis();
+ }
+ else
+ {*/
+ bl = 0;
+ if(distances[0]<distances[1]) bl = 1;
+ //}
+
+ if(bl==2) //edge edge separation
+ {
+ if(distances[2]>margin) return false;
+
+ contacts.m_penetration_depth = -distances[2] + margin;
+ contacts.m_points[0] = closest_point_v;
+ contacts.m_point_count = 1;
+ VEC_COPY(contacts.m_separating_normal,edge_edge_dir);
+
+ return true;
+ }
+
+ //clip face against other
+
+
+ GUINT point_count;
+ //TODO
+ if(bl == 0) //clip U points against V
+ {
+ point_count = clip_triangle(tv_plane,tv_vertices,tu_vertices,contact_points);
+ if(point_count == 0) return false;
+ contacts.merge_points(tv_plane,margin,contact_points,point_count);
+ }
+ else //clip V points against U
+ {
+ point_count = clip_triangle(tu_plane,tu_vertices,tv_vertices,contact_points);
+ if(point_count == 0) return false;
+ contacts.merge_points(tu_plane,margin,contact_points,point_count);
+ contacts.m_separating_normal *= -1.f;
+ }
+ if(contacts.m_point_count == 0) return false;
+ return true;
+ }
+
+};
+
+
+/*class GIM_TRIANGLE_CALCULATION_CACHE
+{
+public:
+ GREAL margin;
+ GUINT clipped_count;
+ btVector3 tu_vertices[3];
+ btVector3 tv_vertices[3];
+ btVector3 temp_points[MAX_TRI_CLIPPING];
+ btVector3 temp_points1[MAX_TRI_CLIPPING];
+ btVector3 clipped_points[MAX_TRI_CLIPPING];
+ GIM_TRIANGLE_CONTACT_DATA contacts1;
+ GIM_TRIANGLE_CONTACT_DATA contacts2;
+
+
+ //! clip triangle
+ GUINT clip_triangle(
+ const btVector4 & tri_plane,
+ const btVector3 * tripoints,
+ const btVector3 * srcpoints,
+ btVector3 * clipped_points)
+ {
+ // edge 0
+
+ btVector4 edgeplane;
+
+ EDGE_PLANE(tripoints[0],tripoints[1],tri_plane,edgeplane);
+
+ GUINT clipped_count = PLANE_CLIP_TRIANGLE3D(
+ edgeplane,srcpoints[0],srcpoints[1],srcpoints[2],temp_points);
+
+ if(clipped_count == 0) return 0;
+
+ // edge 1
+
+ EDGE_PLANE(tripoints[1],tripoints[2],tri_plane,edgeplane);
+
+ clipped_count = PLANE_CLIP_POLYGON3D(
+ edgeplane,temp_points,clipped_count,temp_points1);
+
+ if(clipped_count == 0) return 0;
+
+ // edge 2
+
+ EDGE_PLANE(tripoints[2],tripoints[0],tri_plane,edgeplane);
+
+ clipped_count = PLANE_CLIP_POLYGON3D(
+ edgeplane,temp_points1,clipped_count,clipped_points);
+
+ return clipped_count;
+ }
+
+
+
+
+ //! collides only on one side
+ bool triangle_collision(
+ const btVector3 & u0,
+ const btVector3 & u1,
+ const btVector3 & u2,
+ GREAL margin_u,
+ const btVector3 & v0,
+ const btVector3 & v1,
+ const btVector3 & v2,
+ GREAL margin_v,
+ GIM_TRIANGLE_CONTACT_DATA & contacts)
+ {
+
+ margin = margin_u + margin_v;
+
+
+ tu_vertices[0] = u0;
+ tu_vertices[1] = u1;
+ tu_vertices[2] = u2;
+
+ tv_vertices[0] = v0;
+ tv_vertices[1] = v1;
+ tv_vertices[2] = v2;
+
+ //create planes
+ // plane v vs U points
+
+
+ TRIANGLE_PLANE(tv_vertices[0],tv_vertices[1],tv_vertices[2],contacts1.m_separating_normal);
+
+ clipped_count = clip_triangle(
+ contacts1.m_separating_normal,tv_vertices,tu_vertices,clipped_points);
+
+ if(clipped_count == 0 )
+ {
+ return false;//Reject
+ }
+
+ //find most deep interval face1
+ contacts1.merge_points(contacts1.m_separating_normal,margin,clipped_points,clipped_count);
+ if(contacts1.m_point_count == 0) return false; // too far
+
+ //Normal pointing to triangle1
+ //contacts1.m_separating_normal *= -1.f;
+
+ //Clip tri1 by tri2 edges
+
+ TRIANGLE_PLANE(tu_vertices[0],tu_vertices[1],tu_vertices[2],contacts2.m_separating_normal);
+
+ clipped_count = clip_triangle(
+ contacts2.m_separating_normal,tu_vertices,tv_vertices,clipped_points);
+
+ if(clipped_count == 0 )
+ {
+ return false;//Reject
+ }
+
+ //find most deep interval face1
+ contacts2.merge_points(contacts2.m_separating_normal,margin,clipped_points,clipped_count);
+ if(contacts2.m_point_count == 0) return false; // too far
+
+ contacts2.m_separating_normal *= -1.f;
+
+ ////check most dir for contacts
+ if(contacts2.m_penetration_depth<contacts1.m_penetration_depth)
+ {
+ contacts.copy_from(contacts2);
+ }
+ else
+ {
+ contacts.copy_from(contacts1);
+ }
+ return true;
+ }
+
+
+};*/
+
+
+
+bool GIM_TRIANGLE::collide_triangle_hard_test(
+ const GIM_TRIANGLE & other,
+ GIM_TRIANGLE_CONTACT_DATA & contact_data) const
+{
+ GIM_TRIANGLE_CALCULATION_CACHE calc_cache;
+ return calc_cache.triangle_collision(
+ m_vertices[0],m_vertices[1],m_vertices[2],m_margin,
+ other.m_vertices[0],other.m_vertices[1],other.m_vertices[2],other.m_margin,
+ contact_data);
+
+}
+
+
+
+