diff options
Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3ContactCache.cpp')
-rw-r--r-- | thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3ContactCache.cpp | 258 |
1 files changed, 258 insertions, 0 deletions
diff --git a/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3ContactCache.cpp b/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3ContactCache.cpp new file mode 100644 index 0000000000..cb30ee939b --- /dev/null +++ b/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3ContactCache.cpp @@ -0,0 +1,258 @@ + +#if 0 +/* +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. +*/ + + +#include "b3ContactCache.h" +#include "Bullet3Common/b3Transform.h" + +#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h" + +b3Scalar gContactBreakingThreshold = b3Scalar(0.02); + +///gContactCalcArea3Points will approximate the convex hull area using 3 points +///when setting it to false, it will use 4 points to compute the area: it is more accurate but slower +bool gContactCalcArea3Points = true; + + + + +static inline b3Scalar calcArea4Points(const b3Vector3 &p0,const b3Vector3 &p1,const b3Vector3 &p2,const b3Vector3 &p3) +{ + // It calculates possible 3 area constructed from random 4 points and returns the biggest one. + + b3Vector3 a[3],b[3]; + a[0] = p0 - p1; + a[1] = p0 - p2; + a[2] = p0 - p3; + b[0] = p2 - p3; + b[1] = p1 - p3; + b[2] = p1 - p2; + + //todo: Following 3 cross production can be easily optimized by SIMD. + b3Vector3 tmp0 = a[0].cross(b[0]); + b3Vector3 tmp1 = a[1].cross(b[1]); + b3Vector3 tmp2 = a[2].cross(b[2]); + + return b3Max(b3Max(tmp0.length2(),tmp1.length2()),tmp2.length2()); +} +#if 0 + +//using localPointA for all points +int b3ContactCache::sortCachedPoints(const b3Vector3& pt) +{ + //calculate 4 possible cases areas, and take biggest area + //also need to keep 'deepest' + + int maxPenetrationIndex = -1; +#define KEEP_DEEPEST_POINT 1 +#ifdef KEEP_DEEPEST_POINT + b3Scalar maxPenetration = pt.getDistance(); + for (int i=0;i<4;i++) + { + if (m_pointCache[i].getDistance() < maxPenetration) + { + maxPenetrationIndex = i; + maxPenetration = m_pointCache[i].getDistance(); + } + } +#endif //KEEP_DEEPEST_POINT + + b3Scalar res0(b3Scalar(0.)),res1(b3Scalar(0.)),res2(b3Scalar(0.)),res3(b3Scalar(0.)); + + if (gContactCalcArea3Points) + { + if (maxPenetrationIndex != 0) + { + b3Vector3 a0 = pt.m_localPointA-m_pointCache[1].m_localPointA; + b3Vector3 b0 = m_pointCache[3].m_localPointA-m_pointCache[2].m_localPointA; + b3Vector3 cross = a0.cross(b0); + res0 = cross.length2(); + } + if (maxPenetrationIndex != 1) + { + b3Vector3 a1 = pt.m_localPointA-m_pointCache[0].m_localPointA; + b3Vector3 b1 = m_pointCache[3].m_localPointA-m_pointCache[2].m_localPointA; + b3Vector3 cross = a1.cross(b1); + res1 = cross.length2(); + } + + if (maxPenetrationIndex != 2) + { + b3Vector3 a2 = pt.m_localPointA-m_pointCache[0].m_localPointA; + b3Vector3 b2 = m_pointCache[3].m_localPointA-m_pointCache[1].m_localPointA; + b3Vector3 cross = a2.cross(b2); + res2 = cross.length2(); + } + + if (maxPenetrationIndex != 3) + { + b3Vector3 a3 = pt.m_localPointA-m_pointCache[0].m_localPointA; + b3Vector3 b3 = m_pointCache[2].m_localPointA-m_pointCache[1].m_localPointA; + b3Vector3 cross = a3.cross(b3); + res3 = cross.length2(); + } + } + else + { + if(maxPenetrationIndex != 0) { + res0 = calcArea4Points(pt.m_localPointA,m_pointCache[1].m_localPointA,m_pointCache[2].m_localPointA,m_pointCache[3].m_localPointA); + } + + if(maxPenetrationIndex != 1) { + res1 = calcArea4Points(pt.m_localPointA,m_pointCache[0].m_localPointA,m_pointCache[2].m_localPointA,m_pointCache[3].m_localPointA); + } + + if(maxPenetrationIndex != 2) { + res2 = calcArea4Points(pt.m_localPointA,m_pointCache[0].m_localPointA,m_pointCache[1].m_localPointA,m_pointCache[3].m_localPointA); + } + + if(maxPenetrationIndex != 3) { + res3 = calcArea4Points(pt.m_localPointA,m_pointCache[0].m_localPointA,m_pointCache[1].m_localPointA,m_pointCache[2].m_localPointA); + } + } + b3Vector4 maxvec(res0,res1,res2,res3); + int biggestarea = maxvec.closestAxis4(); + return biggestarea; + +} + + +int b3ContactCache::getCacheEntry(const b3Vector3& newPoint) const +{ + b3Scalar shortestDist = getContactBreakingThreshold() * getContactBreakingThreshold(); + int size = getNumContacts(); + int nearestPoint = -1; + for( int i = 0; i < size; i++ ) + { + const b3Vector3 &mp = m_pointCache[i]; + + b3Vector3 diffA = mp.m_localPointA- newPoint.m_localPointA; + const b3Scalar distToManiPoint = diffA.dot(diffA); + if( distToManiPoint < shortestDist ) + { + shortestDist = distToManiPoint; + nearestPoint = i; + } + } + return nearestPoint; +} + +int b3ContactCache::addManifoldPoint(const b3Vector3& newPoint) +{ + b3Assert(validContactDistance(newPoint)); + + int insertIndex = getNumContacts(); + if (insertIndex == MANIFOLD_CACHE_SIZE) + { +#if MANIFOLD_CACHE_SIZE >= 4 + //sort cache so best points come first, based on area + insertIndex = sortCachedPoints(newPoint); +#else + insertIndex = 0; +#endif + clearUserCache(m_pointCache[insertIndex]); + + } else + { + m_cachedPoints++; + + + } + if (insertIndex<0) + insertIndex=0; + + //b3Assert(m_pointCache[insertIndex].m_userPersistentData==0); + m_pointCache[insertIndex] = newPoint; + return insertIndex; +} + +#endif + +bool b3ContactCache::validContactDistance(const b3Vector3& pt) +{ + return pt.w <= gContactBreakingThreshold; +} + +void b3ContactCache::removeContactPoint(struct b3Contact4Data& newContactCache,int i) +{ + int numContacts = b3Contact4Data_getNumPoints(&newContactCache); + if (i!=(numContacts-1)) + { + b3Swap(newContactCache.m_localPosA[i],newContactCache.m_localPosA[numContacts-1]); + b3Swap(newContactCache.m_localPosB[i],newContactCache.m_localPosB[numContacts-1]); + b3Swap(newContactCache.m_worldPosB[i],newContactCache.m_worldPosB[numContacts-1]); + } + b3Contact4Data_setNumPoints(&newContactCache,numContacts-1); + +} + + +void b3ContactCache::refreshContactPoints(const b3Transform& trA,const b3Transform& trB, struct b3Contact4Data& contacts) +{ + + int numContacts = b3Contact4Data_getNumPoints(&contacts); + + + int i; + /// first refresh worldspace positions and distance + for (i=numContacts-1;i>=0;i--) + { + b3Vector3 worldPosA = trA( contacts.m_localPosA[i]); + b3Vector3 worldPosB = trB( contacts.m_localPosB[i]); + contacts.m_worldPosB[i] = worldPosB; + float distance = (worldPosA - worldPosB).dot(contacts.m_worldNormalOnB); + contacts.m_worldPosB[i].w = distance; + } + + /// then + b3Scalar distance2d; + b3Vector3 projectedDifference,projectedPoint; + for (i=numContacts-1;i>=0;i--) + { + b3Vector3 worldPosA = trA( contacts.m_localPosA[i]); + b3Vector3 worldPosB = trB( contacts.m_localPosB[i]); + b3Vector3&pt = contacts.m_worldPosB[i]; + //contact becomes invalid when signed distance exceeds margin (projected on contactnormal direction) + if (!validContactDistance(pt)) + { + removeContactPoint(contacts,i); + } else + { + //contact also becomes invalid when relative movement orthogonal to normal exceeds margin + projectedPoint = worldPosA - contacts.m_worldNormalOnB * contacts.m_worldPosB[i].w; + projectedDifference = contacts.m_worldPosB[i] - projectedPoint; + distance2d = projectedDifference.dot(projectedDifference); + if (distance2d > gContactBreakingThreshold*gContactBreakingThreshold ) + { + removeContactPoint(contacts,i); + } else + { + ////contact point processed callback + //if (gContactProcessedCallback) + // (*gContactProcessedCallback)(manifoldPoint,(void*)m_body0,(void*)m_body1); + } + } + } + + +} + + + + + +#endif |