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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/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.h
parent3cbcf5c2ddadf1cd630137d6bd438634b8517b00 (diff)
Vendor thirdparty Bullet source for upcoming physics server backend
Diffstat (limited to 'thirdparty/bullet/src/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.h')
-rw-r--r--thirdparty/bullet/src/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.h155
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diff --git a/thirdparty/bullet/src/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.h b/thirdparty/bullet/src/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.h
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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+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.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef BT_SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
+#define BT_SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
+
+#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
+#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
+#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
+#include "BulletCollision/CollisionShapes/btTriangleCallback.h"
+#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
+class btDispatcher;
+#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
+#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
+class btSoftBody;
+class btCollisionShape;
+
+#include "LinearMath/btHashMap.h"
+
+#include "BulletCollision/BroadphaseCollision/btQuantizedBvh.h" //for definition of MAX_NUM_PARTS_IN_BITS
+
+struct btTriIndex
+{
+ int m_PartIdTriangleIndex;
+ class btCollisionShape* m_childShape;
+
+ btTriIndex(int partId,int triangleIndex,btCollisionShape* shape)
+ {
+ m_PartIdTriangleIndex = (partId<<(31-MAX_NUM_PARTS_IN_BITS)) | triangleIndex;
+ m_childShape = shape;
+ }
+
+ int getTriangleIndex() const
+ {
+ // Get only the lower bits where the triangle index is stored
+ unsigned int x = 0;
+ unsigned int y = (~(x&0))<<(31-MAX_NUM_PARTS_IN_BITS);
+ return (m_PartIdTriangleIndex&~(y));
+ }
+ int getPartId() const
+ {
+ // Get only the highest bits where the part index is stored
+ return (m_PartIdTriangleIndex>>(31-MAX_NUM_PARTS_IN_BITS));
+ }
+ int getUid() const
+ {
+ return m_PartIdTriangleIndex;
+ }
+};
+
+
+///For each triangle in the concave mesh that overlaps with the AABB of a soft body (m_softBody), processTriangle is called.
+class btSoftBodyTriangleCallback : public btTriangleCallback
+{
+ btSoftBody* m_softBody;
+ const btCollisionObject* m_triBody;
+
+ btVector3 m_aabbMin;
+ btVector3 m_aabbMax ;
+
+ btManifoldResult* m_resultOut;
+
+ btDispatcher* m_dispatcher;
+ const btDispatcherInfo* m_dispatchInfoPtr;
+ btScalar m_collisionMarginTriangle;
+
+ btHashMap<btHashKey<btTriIndex>,btTriIndex> m_shapeCache;
+
+public:
+ int m_triangleCount;
+
+ // btPersistentManifold* m_manifoldPtr;
+
+ btSoftBodyTriangleCallback(btDispatcher* dispatcher,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,bool isSwapped);
+
+ void setTimeStepAndCounters(btScalar collisionMarginTriangle,const btCollisionObjectWrapper* triObjWrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
+
+ virtual ~btSoftBodyTriangleCallback();
+
+ virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
+
+ void clearCache();
+
+ SIMD_FORCE_INLINE const btVector3& getAabbMin() const
+ {
+ return m_aabbMin;
+ }
+ SIMD_FORCE_INLINE const btVector3& getAabbMax() const
+ {
+ return m_aabbMax;
+ }
+
+};
+
+
+
+
+/// btSoftBodyConcaveCollisionAlgorithm supports collision between soft body shapes and (concave) trianges meshes.
+class btSoftBodyConcaveCollisionAlgorithm : public btCollisionAlgorithm
+{
+
+ bool m_isSwapped;
+
+ btSoftBodyTriangleCallback m_btSoftBodyTriangleCallback;
+
+public:
+
+ btSoftBodyConcaveCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,bool isSwapped);
+
+ virtual ~btSoftBodyConcaveCollisionAlgorithm();
+
+ virtual void processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
+
+ btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
+
+ virtual void getAllContactManifolds(btManifoldArray& manifoldArray)
+ {
+ //we don't add any manifolds
+ }
+
+ void clearCache();
+
+ struct CreateFunc :public btCollisionAlgorithmCreateFunc
+ {
+ virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap)
+ {
+ void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftBodyConcaveCollisionAlgorithm));
+ return new(mem) btSoftBodyConcaveCollisionAlgorithm(ci,body0Wrap,body1Wrap,false);
+ }
+ };
+
+ struct SwappedCreateFunc :public btCollisionAlgorithmCreateFunc
+ {
+ virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap)
+ {
+ void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftBodyConcaveCollisionAlgorithm));
+ return new(mem) btSoftBodyConcaveCollisionAlgorithm(ci,body0Wrap,body1Wrap,true);
+ }
+ };
+
+};
+
+#endif //BT_SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H