diff options
Diffstat (limited to 'thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp')
-rw-r--r-- | thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp | 148 |
1 files changed, 76 insertions, 72 deletions
diff --git a/thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp b/thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp index e5bac8438e..7647f67360 100644 --- a/thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp +++ b/thirdparty/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp @@ -18,94 +18,95 @@ subject to the following restrictions: #include "BulletCollision/CollisionShapes/btTriangleShape.h" #include "BulletCollision/CollisionShapes/btSphereShape.h" - -SphereTriangleDetector::SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle,btScalar contactBreakingThreshold) -:m_sphere(sphere), -m_triangle(triangle), -m_contactBreakingThreshold(contactBreakingThreshold) +SphereTriangleDetector::SphereTriangleDetector(btSphereShape* sphere, btTriangleShape* triangle, btScalar contactBreakingThreshold) + : m_sphere(sphere), + m_triangle(triangle), + m_contactBreakingThreshold(contactBreakingThreshold) { - } -void SphereTriangleDetector::getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw,bool swapResults) +void SphereTriangleDetector::getClosestPoints(const ClosestPointInput& input, Result& output, class btIDebugDraw* debugDraw, bool swapResults) { - (void)debugDraw; const btTransform& transformA = input.m_transformA; const btTransform& transformB = input.m_transformB; - btVector3 point,normal; + btVector3 point, normal; btScalar timeOfImpact = btScalar(1.); btScalar depth = btScalar(0.); -// output.m_distance = btScalar(BT_LARGE_FLOAT); + // output.m_distance = btScalar(BT_LARGE_FLOAT); //move sphere into triangle space - btTransform sphereInTr = transformB.inverseTimes(transformA); + btTransform sphereInTr = transformB.inverseTimes(transformA); - if (collide(sphereInTr.getOrigin(),point,normal,depth,timeOfImpact,m_contactBreakingThreshold)) + if (collide(sphereInTr.getOrigin(), point, normal, depth, timeOfImpact, m_contactBreakingThreshold)) { if (swapResults) { - btVector3 normalOnB = transformB.getBasis()*normal; + btVector3 normalOnB = transformB.getBasis() * normal; btVector3 normalOnA = -normalOnB; - btVector3 pointOnA = transformB*point+normalOnB*depth; - output.addContactPoint(normalOnA,pointOnA,depth); - } else + btVector3 pointOnA = transformB * point + normalOnB * depth; + output.addContactPoint(normalOnA, pointOnA, depth); + } + else { - output.addContactPoint(transformB.getBasis()*normal,transformB*point,depth); + output.addContactPoint(transformB.getBasis() * normal, transformB * point, depth); } } - } - - // See also geometrictools.com // Basic idea: D = |p - (lo + t0*lv)| where t0 = lv . (p - lo) / lv . lv -btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest); +btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to, const btVector3& p, btVector3& nearest); -btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest) { +btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to, const btVector3& p, btVector3& nearest) +{ btVector3 diff = p - from; btVector3 v = to - from; btScalar t = v.dot(diff); - - if (t > 0) { + + if (t > 0) + { btScalar dotVV = v.dot(v); - if (t < dotVV) { + if (t < dotVV) + { t /= dotVV; - diff -= t*v; - } else { + diff -= t * v; + } + else + { t = 1; diff -= v; } - } else + } + else t = 0; - nearest = from + t*v; - return diff.dot(diff); + nearest = from + t * v; + return diff.dot(diff); } -bool SphereTriangleDetector::facecontains(const btVector3 &p,const btVector3* vertices,btVector3& normal) { +bool SphereTriangleDetector::facecontains(const btVector3& p, const btVector3* vertices, btVector3& normal) +{ btVector3 lp(p); btVector3 lnormal(normal); - + return pointInTriangle(vertices, lnormal, &lp); } -bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact, btScalar contactBreakingThreshold) +bool SphereTriangleDetector::collide(const btVector3& sphereCenter, btVector3& point, btVector3& resultNormal, btScalar& depth, btScalar& timeOfImpact, btScalar contactBreakingThreshold) { - const btVector3* vertices = &m_triangle->getVertexPtr(0); - + btScalar radius = m_sphere->getRadius(); btScalar radiusWithThreshold = radius + contactBreakingThreshold; - btVector3 normal = (vertices[1]-vertices[0]).cross(vertices[2]-vertices[0]); + btVector3 normal = (vertices[1] - vertices[0]).cross(vertices[2] - vertices[0]); btScalar l2 = normal.length2(); bool hasContact = false; btVector3 contactPoint; - if (l2 >= SIMD_EPSILON*SIMD_EPSILON) + if (l2 >= SIMD_EPSILON * SIMD_EPSILON) { normal /= btSqrt(l2); @@ -120,54 +121,59 @@ bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &po } bool isInsideContactPlane = distanceFromPlane < radiusWithThreshold; - + // Check for contact / intersection - - if (isInsideContactPlane) { - if (facecontains(sphereCenter, vertices, normal)) { + + if (isInsideContactPlane) + { + if (facecontains(sphereCenter, vertices, normal)) + { // Inside the contact wedge - touches a point on the shell plane hasContact = true; - contactPoint = sphereCenter - normal*distanceFromPlane; + contactPoint = sphereCenter - normal * distanceFromPlane; } - else { + else + { // Could be inside one of the contact capsules - btScalar contactCapsuleRadiusSqr = radiusWithThreshold*radiusWithThreshold; + btScalar contactCapsuleRadiusSqr = radiusWithThreshold * radiusWithThreshold; btScalar minDistSqr = contactCapsuleRadiusSqr; btVector3 nearestOnEdge; - for (int i = 0; i < m_triangle->getNumEdges(); i++) { - + for (int i = 0; i < m_triangle->getNumEdges(); i++) + { btVector3 pa; btVector3 pb; m_triangle->getEdge(i, pa, pb); btScalar distanceSqr = SegmentSqrDistance(pa, pb, sphereCenter, nearestOnEdge); - if (distanceSqr < minDistSqr) { + if (distanceSqr < minDistSqr) + { // Yep, we're inside a capsule, and record the capsule with smallest distance minDistSqr = distanceSqr; hasContact = true; contactPoint = nearestOnEdge; } - } } } } - if (hasContact) { + if (hasContact) + { btVector3 contactToCentre = sphereCenter - contactPoint; btScalar distanceSqr = contactToCentre.length2(); - if (distanceSqr < radiusWithThreshold*radiusWithThreshold) + if (distanceSqr < radiusWithThreshold * radiusWithThreshold) { - if (distanceSqr>SIMD_EPSILON) + if (distanceSqr > SIMD_EPSILON) { btScalar distance = btSqrt(distanceSqr); resultNormal = contactToCentre; resultNormal.normalize(); point = contactPoint; - depth = -(radius-distance); - } else + depth = -(radius - distance); + } + else { resultNormal = normal; point = contactPoint; @@ -176,36 +182,34 @@ bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &po return true; } } - + return false; } - -bool SphereTriangleDetector::pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p ) +bool SphereTriangleDetector::pointInTriangle(const btVector3 vertices[], const btVector3& normal, btVector3* p) { const btVector3* p1 = &vertices[0]; const btVector3* p2 = &vertices[1]; const btVector3* p3 = &vertices[2]; - btVector3 edge1( *p2 - *p1 ); - btVector3 edge2( *p3 - *p2 ); - btVector3 edge3( *p1 - *p3 ); + btVector3 edge1(*p2 - *p1); + btVector3 edge2(*p3 - *p2); + btVector3 edge3(*p1 - *p3); + + btVector3 p1_to_p(*p - *p1); + btVector3 p2_to_p(*p - *p2); + btVector3 p3_to_p(*p - *p3); - btVector3 p1_to_p( *p - *p1 ); - btVector3 p2_to_p( *p - *p2 ); - btVector3 p3_to_p( *p - *p3 ); + btVector3 edge1_normal(edge1.cross(normal)); + btVector3 edge2_normal(edge2.cross(normal)); + btVector3 edge3_normal(edge3.cross(normal)); - btVector3 edge1_normal( edge1.cross(normal)); - btVector3 edge2_normal( edge2.cross(normal)); - btVector3 edge3_normal( edge3.cross(normal)); - btScalar r1, r2, r3; - r1 = edge1_normal.dot( p1_to_p ); - r2 = edge2_normal.dot( p2_to_p ); - r3 = edge3_normal.dot( p3_to_p ); - if ( ( r1 > 0 && r2 > 0 && r3 > 0 ) || - ( r1 <= 0 && r2 <= 0 && r3 <= 0 ) ) + r1 = edge1_normal.dot(p1_to_p); + r2 = edge2_normal.dot(p2_to_p); + r3 = edge3_normal.dot(p3_to_p); + if ((r1 > 0 && r2 > 0 && r3 > 0) || + (r1 <= 0 && r2 <= 0 && r3 <= 0)) return true; return false; - } |