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diff --git a/thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3ContactConvexConvexSAT.h b/thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3ContactConvexConvexSAT.h
new file mode 100644
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+++ b/thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3ContactConvexConvexSAT.h
@@ -0,0 +1,520 @@
+
+#ifndef B3_CONTACT_CONVEX_CONVEX_SAT_H
+#define B3_CONTACT_CONVEX_CONVEX_SAT_H
+
+
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3FindSeparatingAxis.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3ReduceContacts.h"
+
+#define B3_MAX_VERTS 1024
+
+
+
+inline b3Float4 b3Lerp3(const b3Float4& a,const b3Float4& b, float t)
+{
+ return b3MakeVector3( 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
+inline int b3ClipFace(const b3Float4* pVtxIn, int numVertsIn, b3Float4& planeNormalWS,float planeEqWS, b3Float4* ppVtxOut)
+{
+
+ int ve;
+ float ds, de;
+ int numVertsOut = 0;
+ if (numVertsIn < 2)
+ return 0;
+
+ b3Float4 firstVertex=pVtxIn[numVertsIn-1];
+ b3Float4 endVertex = pVtxIn[0];
+
+ ds = b3Dot3F4(planeNormalWS,firstVertex)+planeEqWS;
+
+ for (ve = 0; ve < numVertsIn; ve++)
+ {
+ endVertex=pVtxIn[ve];
+
+ de = b3Dot3F4(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;
+}
+
+
+inline int b3ClipFaceAgainstHull(const b3Float4& separatingNormal, const b3ConvexPolyhedronData* hullA,
+ const b3Float4& posA, const b3Quaternion& ornA, b3Float4* worldVertsB1, int numWorldVertsB1,
+ b3Float4* worldVertsB2, int capacityWorldVertsB2,
+ const float minDist, float maxDist,
+ const b3AlignedObjectArray<b3Float4>& verticesA, const b3AlignedObjectArray<b3GpuFace>& facesA, const b3AlignedObjectArray<int>& indicesA,
+ //const b3Float4* verticesB, const b3GpuFace* facesB, const int* indicesB,
+ b3Float4* contactsOut,
+ int contactCapacity)
+{
+ int numContactsOut = 0;
+
+ b3Float4* pVtxIn = worldVertsB1;
+ b3Float4* pVtxOut = worldVertsB2;
+
+ int numVertsIn = numWorldVertsB1;
+ int numVertsOut = 0;
+
+ int closestFaceA=-1;
+ {
+ float dmin = FLT_MAX;
+ for(int face=0;face<hullA->m_numFaces;face++)
+ {
+ const b3Float4 Normal = b3MakeVector3(
+ facesA[hullA->m_faceOffset+face].m_plane.x,
+ facesA[hullA->m_faceOffset+face].m_plane.y,
+ facesA[hullA->m_faceOffset+face].m_plane.z,0.f);
+ const b3Float4 faceANormalWS = b3QuatRotate(ornA,Normal);
+
+ float d = b3Dot3F4(faceANormalWS,separatingNormal);
+ if (d < dmin)
+ {
+ dmin = d;
+ closestFaceA = face;
+ }
+ }
+ }
+ if (closestFaceA<0)
+ return numContactsOut;
+
+ b3GpuFace polyA = facesA[hullA->m_faceOffset+closestFaceA];
+
+ // clip polygon to back of planes of all faces of hull A that are adjacent to witness face
+ //int numContacts = numWorldVertsB1;
+ int numVerticesA = polyA.m_numIndices;
+ for(int e0=0;e0<numVerticesA;e0++)
+ {
+ const b3Float4 a = verticesA[hullA->m_vertexOffset+indicesA[polyA.m_indexOffset+e0]];
+ const b3Float4 b = verticesA[hullA->m_vertexOffset+indicesA[polyA.m_indexOffset+((e0+1)%numVerticesA)]];
+ const b3Float4 edge0 = a - b;
+ const b3Float4 WorldEdge0 = b3QuatRotate(ornA,edge0);
+ b3Float4 planeNormalA = b3MakeFloat4(polyA.m_plane.x,polyA.m_plane.y,polyA.m_plane.z,0.f);
+ b3Float4 worldPlaneAnormal1 = b3QuatRotate(ornA,planeNormalA);
+
+ b3Float4 planeNormalWS1 = -b3Cross3(WorldEdge0,worldPlaneAnormal1);
+ b3Float4 worldA1 = b3TransformPoint(a,posA,ornA);
+ float planeEqWS1 = -b3Dot3F4(worldA1,planeNormalWS1);
+
+ b3Float4 planeNormalWS = planeNormalWS1;
+ float planeEqWS=planeEqWS1;
+
+ //clip face
+ //clipFace(*pVtxIn, *pVtxOut,planeNormalWS,planeEqWS);
+ numVertsOut = b3ClipFace(pVtxIn, numVertsIn, planeNormalWS,planeEqWS, pVtxOut);
+
+ //btSwap(pVtxIn,pVtxOut);
+ b3Float4* tmp = pVtxOut;
+ pVtxOut = pVtxIn;
+ pVtxIn = tmp;
+ numVertsIn = numVertsOut;
+ numVertsOut = 0;
+ }
+
+
+ // only keep points that are behind the witness face
+ {
+ b3Float4 localPlaneNormal = b3MakeFloat4(polyA.m_plane.x,polyA.m_plane.y,polyA.m_plane.z,0.f);
+ float localPlaneEq = polyA.m_plane.w;
+ b3Float4 planeNormalWS = b3QuatRotate(ornA,localPlaneNormal);
+ float planeEqWS=localPlaneEq-b3Dot3F4(planeNormalWS,posA);
+ for (int i=0;i<numVertsIn;i++)
+ {
+ float depth = b3Dot3F4(planeNormalWS,pVtxIn[i])+planeEqWS;
+ if (depth <=minDist)
+ {
+ depth = minDist;
+ }
+ if (numContactsOut<contactCapacity)
+ {
+ if (depth <=maxDist)
+ {
+ b3Float4 pointInWorld = pVtxIn[i];
+ //resultOut.addContactPoint(separatingNormal,point,depth);
+ contactsOut[numContactsOut++] = b3MakeVector3(pointInWorld.x,pointInWorld.y,pointInWorld.z,depth);
+ //printf("depth=%f\n",depth);
+ }
+ } else
+ {
+ b3Error("exceeding contact capacity (%d,%df)\n", numContactsOut,contactCapacity);
+ }
+ }
+ }
+
+ return numContactsOut;
+}
+
+
+
+inline int b3ClipHullAgainstHull(const b3Float4& separatingNormal,
+ const b3ConvexPolyhedronData& hullA, const b3ConvexPolyhedronData& hullB,
+ const b3Float4& posA, const b3Quaternion& ornA,const b3Float4& posB, const b3Quaternion& ornB,
+ b3Float4* worldVertsB1, b3Float4* worldVertsB2, int capacityWorldVerts,
+ const float minDist, float maxDist,
+ const b3AlignedObjectArray<b3Float4>& verticesA, const b3AlignedObjectArray<b3GpuFace>& facesA, const b3AlignedObjectArray<int>& indicesA,
+ const b3AlignedObjectArray<b3Float4>& verticesB, const b3AlignedObjectArray<b3GpuFace>& facesB, const b3AlignedObjectArray<int>& indicesB,
+
+ b3Float4* contactsOut,
+ int contactCapacity)
+{
+ int numContactsOut = 0;
+ int numWorldVertsB1= 0;
+
+ B3_PROFILE("clipHullAgainstHull");
+
+ //float curMaxDist=maxDist;
+ int closestFaceB=-1;
+ float dmax = -FLT_MAX;
+
+ {
+ //B3_PROFILE("closestFaceB");
+ if (hullB.m_numFaces!=1)
+ {
+ //printf("wtf\n");
+ }
+ static bool once = true;
+ //printf("separatingNormal=%f,%f,%f\n",separatingNormal.x,separatingNormal.y,separatingNormal.z);
+
+ for(int face=0;face<hullB.m_numFaces;face++)
+ {
+#ifdef BT_DEBUG_SAT_FACE
+ if (once)
+ printf("face %d\n",face);
+ const b3GpuFace* faceB = &facesB[hullB.m_faceOffset+face];
+ if (once)
+ {
+ for (int i=0;i<faceB->m_numIndices;i++)
+ {
+ b3Float4 vert = verticesB[hullB.m_vertexOffset+indicesB[faceB->m_indexOffset+i]];
+ printf("vert[%d] = %f,%f,%f\n",i,vert.x,vert.y,vert.z);
+ }
+ }
+#endif //BT_DEBUG_SAT_FACE
+ //if (facesB[hullB.m_faceOffset+face].m_numIndices>2)
+ {
+ const b3Float4 Normal = b3MakeVector3(facesB[hullB.m_faceOffset+face].m_plane.x,
+ facesB[hullB.m_faceOffset+face].m_plane.y, facesB[hullB.m_faceOffset+face].m_plane.z,0.f);
+ const b3Float4 WorldNormal = b3QuatRotate(ornB, Normal);
+#ifdef BT_DEBUG_SAT_FACE
+ if (once)
+ printf("faceNormal = %f,%f,%f\n",Normal.x,Normal.y,Normal.z);
+#endif
+ float d = b3Dot3F4(WorldNormal,separatingNormal);
+ if (d > dmax)
+ {
+ dmax = d;
+ closestFaceB = face;
+ }
+ }
+ }
+ once = false;
+ }
+
+
+ b3Assert(closestFaceB>=0);
+ {
+ //B3_PROFILE("worldVertsB1");
+ const b3GpuFace& polyB = facesB[hullB.m_faceOffset+closestFaceB];
+ const int numVertices = polyB.m_numIndices;
+ for(int e0=0;e0<numVertices;e0++)
+ {
+ const b3Float4& b = verticesB[hullB.m_vertexOffset+indicesB[polyB.m_indexOffset+e0]];
+ worldVertsB1[numWorldVertsB1++] = b3TransformPoint(b,posB,ornB);
+ }
+ }
+
+ if (closestFaceB>=0)
+ {
+ //B3_PROFILE("clipFaceAgainstHull");
+ numContactsOut = b3ClipFaceAgainstHull((b3Float4&)separatingNormal, &hullA,
+ posA,ornA,
+ worldVertsB1,numWorldVertsB1,worldVertsB2,capacityWorldVerts, minDist, maxDist,
+ verticesA, facesA, indicesA,
+ contactsOut,contactCapacity);
+ }
+
+ return numContactsOut;
+}
+
+
+
+
+inline int b3ClipHullHullSingle(
+ int bodyIndexA, int bodyIndexB,
+ const b3Float4& posA,
+ const b3Quaternion& ornA,
+ const b3Float4& posB,
+ const b3Quaternion& ornB,
+
+ int collidableIndexA, int collidableIndexB,
+
+ const b3AlignedObjectArray<b3RigidBodyData>* bodyBuf,
+ b3AlignedObjectArray<b3Contact4Data>* globalContactOut,
+ int& nContacts,
+
+ const b3AlignedObjectArray<b3ConvexPolyhedronData>& hostConvexDataA,
+ const b3AlignedObjectArray<b3ConvexPolyhedronData>& hostConvexDataB,
+
+ const b3AlignedObjectArray<b3Vector3>& verticesA,
+ const b3AlignedObjectArray<b3Vector3>& uniqueEdgesA,
+ const b3AlignedObjectArray<b3GpuFace>& facesA,
+ const b3AlignedObjectArray<int>& indicesA,
+
+ const b3AlignedObjectArray<b3Vector3>& verticesB,
+ const b3AlignedObjectArray<b3Vector3>& uniqueEdgesB,
+ const b3AlignedObjectArray<b3GpuFace>& facesB,
+ const b3AlignedObjectArray<int>& indicesB,
+
+ const b3AlignedObjectArray<b3Collidable>& hostCollidablesA,
+ const b3AlignedObjectArray<b3Collidable>& hostCollidablesB,
+ const b3Vector3& sepNormalWorldSpace,
+ int maxContactCapacity )
+{
+ int contactIndex = -1;
+ b3ConvexPolyhedronData hullA, hullB;
+
+ b3Collidable colA = hostCollidablesA[collidableIndexA];
+ hullA = hostConvexDataA[colA.m_shapeIndex];
+ //printf("numvertsA = %d\n",hullA.m_numVertices);
+
+
+ b3Collidable colB = hostCollidablesB[collidableIndexB];
+ hullB = hostConvexDataB[colB.m_shapeIndex];
+ //printf("numvertsB = %d\n",hullB.m_numVertices);
+
+
+ b3Float4 contactsOut[B3_MAX_VERTS];
+ int localContactCapacity = B3_MAX_VERTS;
+
+#ifdef _WIN32
+ b3Assert(_finite(bodyBuf->at(bodyIndexA).m_pos.x));
+ b3Assert(_finite(bodyBuf->at(bodyIndexB).m_pos.x));
+#endif
+
+
+ {
+
+ b3Float4 worldVertsB1[B3_MAX_VERTS];
+ b3Float4 worldVertsB2[B3_MAX_VERTS];
+ int capacityWorldVerts = B3_MAX_VERTS;
+
+ b3Float4 hostNormal = b3MakeFloat4(sepNormalWorldSpace.x,sepNormalWorldSpace.y,sepNormalWorldSpace.z,0.f);
+ int shapeA = hostCollidablesA[collidableIndexA].m_shapeIndex;
+ int shapeB = hostCollidablesB[collidableIndexB].m_shapeIndex;
+
+ b3Scalar minDist = -1;
+ b3Scalar maxDist = 0.;
+
+
+
+ b3Transform trA,trB;
+ {
+ //B3_PROFILE("b3TransformPoint computation");
+ //trA.setIdentity();
+ trA.setOrigin(b3MakeVector3(posA.x,posA.y,posA.z));
+ trA.setRotation(b3Quaternion(ornA.x,ornA.y,ornA.z,ornA.w));
+
+ //trB.setIdentity();
+ trB.setOrigin(b3MakeVector3(posB.x,posB.y,posB.z));
+ trB.setRotation(b3Quaternion(ornB.x,ornB.y,ornB.z,ornB.w));
+ }
+
+ b3Quaternion trAorn = trA.getRotation();
+ b3Quaternion trBorn = trB.getRotation();
+
+ int numContactsOut = b3ClipHullAgainstHull(hostNormal,
+ hostConvexDataA.at(shapeA),
+ hostConvexDataB.at(shapeB),
+ (b3Float4&)trA.getOrigin(), (b3Quaternion&)trAorn,
+ (b3Float4&)trB.getOrigin(), (b3Quaternion&)trBorn,
+ worldVertsB1,worldVertsB2,capacityWorldVerts,
+ minDist, maxDist,
+ verticesA, facesA,indicesA,
+ verticesB, facesB,indicesB,
+
+ contactsOut,localContactCapacity);
+
+ if (numContactsOut>0)
+ {
+ B3_PROFILE("overlap");
+
+ b3Float4 normalOnSurfaceB = (b3Float4&)hostNormal;
+// b3Float4 centerOut;
+
+ b3Int4 contactIdx;
+ contactIdx.x = 0;
+ contactIdx.y = 1;
+ contactIdx.z = 2;
+ contactIdx.w = 3;
+
+ int numPoints = 0;
+
+ {
+ B3_PROFILE("extractManifold");
+ numPoints = b3ReduceContacts(contactsOut, numContactsOut, normalOnSurfaceB, &contactIdx);
+ }
+
+ b3Assert(numPoints);
+
+ if (nContacts<maxContactCapacity)
+ {
+ contactIndex = nContacts;
+ globalContactOut->expand();
+ b3Contact4Data& contact = globalContactOut->at(nContacts);
+ contact.m_batchIdx = 0;//i;
+ contact.m_bodyAPtrAndSignBit = (bodyBuf->at(bodyIndexA).m_invMass==0)? -bodyIndexA:bodyIndexA;
+ contact.m_bodyBPtrAndSignBit = (bodyBuf->at(bodyIndexB).m_invMass==0)? -bodyIndexB:bodyIndexB;
+
+ contact.m_frictionCoeffCmp = 45874;
+ contact.m_restituitionCoeffCmp = 0;
+
+ // float distance = 0.f;
+ for (int p=0;p<numPoints;p++)
+ {
+ contact.m_worldPosB[p] = contactsOut[contactIdx.s[p]];//check if it is actually on B
+ contact.m_worldNormalOnB = normalOnSurfaceB;
+ }
+ //printf("bodyIndexA %d,bodyIndexB %d,normal=%f,%f,%f numPoints %d\n",bodyIndexA,bodyIndexB,normalOnSurfaceB.x,normalOnSurfaceB.y,normalOnSurfaceB.z,numPoints);
+ contact.m_worldNormalOnB.w = (b3Scalar)numPoints;
+ nContacts++;
+ } else
+ {
+ b3Error("Error: exceeding contact capacity (%d/%d)\n", nContacts,maxContactCapacity);
+ }
+ }
+ }
+ return contactIndex;
+}
+
+
+
+
+
+inline int b3ContactConvexConvexSAT(
+ int pairIndex,
+ int bodyIndexA, int bodyIndexB,
+ int collidableIndexA, int collidableIndexB,
+ const b3AlignedObjectArray<b3RigidBodyData>& rigidBodies,
+ const b3AlignedObjectArray<b3Collidable>& collidables,
+ const b3AlignedObjectArray<b3ConvexPolyhedronData>& convexShapes,
+ const b3AlignedObjectArray<b3Float4>& convexVertices,
+ const b3AlignedObjectArray<b3Float4>& uniqueEdges,
+ const b3AlignedObjectArray<int>& convexIndices,
+ const b3AlignedObjectArray<b3GpuFace>& faces,
+ b3AlignedObjectArray<b3Contact4Data>& globalContactsOut,
+ int& nGlobalContactsOut,
+ int maxContactCapacity)
+{
+ int contactIndex = -1;
+
+
+ b3Float4 posA = rigidBodies[bodyIndexA].m_pos;
+ b3Quaternion ornA = rigidBodies[bodyIndexA].m_quat;
+ b3Float4 posB = rigidBodies[bodyIndexB].m_pos;
+ b3Quaternion ornB = rigidBodies[bodyIndexB].m_quat;
+
+
+ b3ConvexPolyhedronData hullA, hullB;
+
+ b3Float4 sepNormalWorldSpace;
+
+
+
+ b3Collidable colA = collidables[collidableIndexA];
+ hullA = convexShapes[colA.m_shapeIndex];
+ //printf("numvertsA = %d\n",hullA.m_numVertices);
+
+
+ b3Collidable colB = collidables[collidableIndexB];
+ hullB = convexShapes[colB.m_shapeIndex];
+ //printf("numvertsB = %d\n",hullB.m_numVertices);
+
+
+
+
+#ifdef _WIN32
+ b3Assert(_finite(rigidBodies[bodyIndexA].m_pos.x));
+ b3Assert(_finite(rigidBodies[bodyIndexB].m_pos.x));
+#endif
+
+ bool foundSepAxis = b3FindSeparatingAxis(hullA,hullB,
+ posA,
+ ornA,
+ posB,
+ ornB,
+
+ convexVertices,uniqueEdges,faces,convexIndices,
+ convexVertices,uniqueEdges,faces,convexIndices,
+
+ sepNormalWorldSpace
+ );
+
+
+ if (foundSepAxis)
+ {
+
+
+ contactIndex = b3ClipHullHullSingle(
+ bodyIndexA, bodyIndexB,
+ posA,ornA,
+ posB,ornB,
+ collidableIndexA, collidableIndexB,
+ &rigidBodies,
+ &globalContactsOut,
+ nGlobalContactsOut,
+
+ convexShapes,
+ convexShapes,
+
+ convexVertices,
+ uniqueEdges,
+ faces,
+ convexIndices,
+
+ convexVertices,
+ uniqueEdges,
+ faces,
+ convexIndices,
+
+ collidables,
+ collidables,
+ sepNormalWorldSpace,
+ maxContactCapacity);
+
+ }
+
+ return contactIndex;
+}
+
+#endif //B3_CONTACT_CONVEX_CONVEX_SAT_H