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-
-/*
-Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org
-
-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 B3_CONTACT_CACHE_H
-#define B3_CONTACT_CACHE_H
-
-#include "Bullet3Common/b3Vector3.h"
-#include "Bullet3Common/b3Transform.h"
-#include "Bullet3Common/b3AlignedAllocator.h"
-
-///maximum contact breaking and merging threshold
-extern b3Scalar gContactBreakingThreshold;
-
-#define MANIFOLD_CACHE_SIZE 4
-
-///b3ContactCache is a contact point cache, it stays persistent as long as objects are overlapping in the broadphase.
-///Those contact points are created by the collision narrow phase.
-///The cache can be empty, or hold 1,2,3 or 4 points. Some collision algorithms (GJK) might only add one point at a time.
-///updates/refreshes old contact points, and throw them away if necessary (distance becomes too large)
-///reduces the cache to 4 points, when more then 4 points are added, using following rules:
-///the contact point with deepest penetration is always kept, and it tries to maximuze the area covered by the points
-///note that some pairs of objects might have more then one contact manifold.
-B3_ATTRIBUTE_ALIGNED16(class)
-b3ContactCache
-{
- /// sort cached points so most isolated points come first
- int sortCachedPoints(const b3Vector3& pt);
-
-public:
- B3_DECLARE_ALIGNED_ALLOCATOR();
-
- int addManifoldPoint(const b3Vector3& newPoint);
-
- /*void replaceContactPoint(const b3Vector3& newPoint,int insertIndex)
- {
- b3Assert(validContactDistance(newPoint));
- m_pointCache[insertIndex] = newPoint;
- }
- */
-
- static bool validContactDistance(const b3Vector3& pt);
-
- /// calculated new worldspace coordinates and depth, and reject points that exceed the collision margin
- static void refreshContactPoints(const b3Transform& trA, const b3Transform& trB, struct b3Contact4Data& newContactCache);
-
- static void removeContactPoint(struct b3Contact4Data & newContactCache, int i);
-};
-
-#endif //B3_CONTACT_CACHE_H