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+/*
+Bullet Continuous Collision Detection and Physics Library
+* The b2CollidePolygons routines are Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
+
+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.
+*/
+
+///btBox2dBox2dCollisionAlgorithm, with modified b2CollidePolygons routines from the Box2D library.
+///The modifications include: switching from b2Vec to btVector3, redefinition of b2Dot, b2Cross
+
+#include "btBox2dBox2dCollisionAlgorithm.h"
+#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
+#include "BulletCollision/CollisionShapes/btBoxShape.h"
+#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
+#include "BulletCollision/CollisionDispatch/btBoxBoxDetector.h"
+#include "BulletCollision/CollisionShapes/btBox2dShape.h"
+#include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
+
+#define USE_PERSISTENT_CONTACTS 1
+
+btBox2dBox2dCollisionAlgorithm::btBox2dBox2dCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* obj0Wrap,const btCollisionObjectWrapper* obj1Wrap)
+: btActivatingCollisionAlgorithm(ci,obj0Wrap,obj1Wrap),
+m_ownManifold(false),
+m_manifoldPtr(mf)
+{
+ if (!m_manifoldPtr && m_dispatcher->needsCollision(obj0Wrap->getCollisionObject(),obj1Wrap->getCollisionObject()))
+ {
+ m_manifoldPtr = m_dispatcher->getNewManifold(obj0Wrap->getCollisionObject(),obj1Wrap->getCollisionObject());
+ m_ownManifold = true;
+ }
+}
+
+btBox2dBox2dCollisionAlgorithm::~btBox2dBox2dCollisionAlgorithm()
+{
+
+ if (m_ownManifold)
+ {
+ if (m_manifoldPtr)
+ m_dispatcher->releaseManifold(m_manifoldPtr);
+ }
+
+}
+
+
+void b2CollidePolygons(btManifoldResult* manifold, const btBox2dShape* polyA, const btTransform& xfA, const btBox2dShape* polyB, const btTransform& xfB);
+
+//#include <stdio.h>
+void btBox2dBox2dCollisionAlgorithm::processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
+{
+ if (!m_manifoldPtr)
+ return;
+
+
+ const btBox2dShape* box0 = (const btBox2dShape*)body0Wrap->getCollisionShape();
+ const btBox2dShape* box1 = (const btBox2dShape*)body1Wrap->getCollisionShape();
+
+ resultOut->setPersistentManifold(m_manifoldPtr);
+
+ b2CollidePolygons(resultOut,box0,body0Wrap->getWorldTransform(),box1,body1Wrap->getWorldTransform());
+
+ // refreshContactPoints is only necessary when using persistent contact points. otherwise all points are newly added
+ if (m_ownManifold)
+ {
+ resultOut->refreshContactPoints();
+ }
+
+}
+
+btScalar btBox2dBox2dCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* /*body0*/,btCollisionObject* /*body1*/,const btDispatcherInfo& /*dispatchInfo*/,btManifoldResult* /*resultOut*/)
+{
+ //not yet
+ return 1.f;
+}
+
+
+struct ClipVertex
+{
+ btVector3 v;
+ int id;
+ //b2ContactID id;
+ //b2ContactID id;
+};
+
+#define b2Dot(a,b) (a).dot(b)
+#define b2Mul(a,b) (a)*(b)
+#define b2MulT(a,b) (a).transpose()*(b)
+#define b2Cross(a,b) (a).cross(b)
+#define btCrossS(a,s) btVector3(s * a.getY(), -s * a.getX(),0.f)
+
+int b2_maxManifoldPoints =2;
+
+static int ClipSegmentToLine(ClipVertex vOut[2], ClipVertex vIn[2],
+ const btVector3& normal, btScalar offset)
+{
+ // Start with no output points
+ int numOut = 0;
+
+ // Calculate the distance of end points to the line
+ btScalar distance0 = b2Dot(normal, vIn[0].v) - offset;
+ btScalar distance1 = b2Dot(normal, vIn[1].v) - offset;
+
+ // If the points are behind the plane
+ if (distance0 <= 0.0f) vOut[numOut++] = vIn[0];
+ if (distance1 <= 0.0f) vOut[numOut++] = vIn[1];
+
+ // If the points are on different sides of the plane
+ if (distance0 * distance1 < 0.0f)
+ {
+ // Find intersection point of edge and plane
+ btScalar interp = distance0 / (distance0 - distance1);
+ vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v);
+ if (distance0 > 0.0f)
+ {
+ vOut[numOut].id = vIn[0].id;
+ }
+ else
+ {
+ vOut[numOut].id = vIn[1].id;
+ }
+ ++numOut;
+ }
+
+ return numOut;
+}
+
+// Find the separation between poly1 and poly2 for a give edge normal on poly1.
+static btScalar EdgeSeparation(const btBox2dShape* poly1, const btTransform& xf1, int edge1,
+ const btBox2dShape* poly2, const btTransform& xf2)
+{
+ const btVector3* vertices1 = poly1->getVertices();
+ const btVector3* normals1 = poly1->getNormals();
+
+ int count2 = poly2->getVertexCount();
+ const btVector3* vertices2 = poly2->getVertices();
+
+ btAssert(0 <= edge1 && edge1 < poly1->getVertexCount());
+
+ // Convert normal from poly1's frame into poly2's frame.
+ btVector3 normal1World = b2Mul(xf1.getBasis(), normals1[edge1]);
+ btVector3 normal1 = b2MulT(xf2.getBasis(), normal1World);
+
+ // Find support vertex on poly2 for -normal.
+ int index = 0;
+ btScalar minDot = BT_LARGE_FLOAT;
+
+ if( count2 > 0 )
+ index = (int) normal1.minDot( vertices2, count2, minDot);
+
+ btVector3 v1 = b2Mul(xf1, vertices1[edge1]);
+ btVector3 v2 = b2Mul(xf2, vertices2[index]);
+ btScalar separation = b2Dot(v2 - v1, normal1World);
+ return separation;
+}
+
+// Find the max separation between poly1 and poly2 using edge normals from poly1.
+static btScalar FindMaxSeparation(int* edgeIndex,
+ const btBox2dShape* poly1, const btTransform& xf1,
+ const btBox2dShape* poly2, const btTransform& xf2)
+{
+ int count1 = poly1->getVertexCount();
+ const btVector3* normals1 = poly1->getNormals();
+
+ // Vector pointing from the centroid of poly1 to the centroid of poly2.
+ btVector3 d = b2Mul(xf2, poly2->getCentroid()) - b2Mul(xf1, poly1->getCentroid());
+ btVector3 dLocal1 = b2MulT(xf1.getBasis(), d);
+
+ // Find edge normal on poly1 that has the largest projection onto d.
+ int edge = 0;
+ btScalar maxDot;
+ if( count1 > 0 )
+ edge = (int) dLocal1.maxDot( normals1, count1, maxDot);
+
+ // Get the separation for the edge normal.
+ btScalar s = EdgeSeparation(poly1, xf1, edge, poly2, xf2);
+ if (s > 0.0f)
+ {
+ return s;
+ }
+
+ // Check the separation for the previous edge normal.
+ int prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;
+ btScalar sPrev = EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2);
+ if (sPrev > 0.0f)
+ {
+ return sPrev;
+ }
+
+ // Check the separation for the next edge normal.
+ int nextEdge = edge + 1 < count1 ? edge + 1 : 0;
+ btScalar sNext = EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2);
+ if (sNext > 0.0f)
+ {
+ return sNext;
+ }
+
+ // Find the best edge and the search direction.
+ int bestEdge;
+ btScalar bestSeparation;
+ int increment;
+ if (sPrev > s && sPrev > sNext)
+ {
+ increment = -1;
+ bestEdge = prevEdge;
+ bestSeparation = sPrev;
+ }
+ else if (sNext > s)
+ {
+ increment = 1;
+ bestEdge = nextEdge;
+ bestSeparation = sNext;
+ }
+ else
+ {
+ *edgeIndex = edge;
+ return s;
+ }
+
+ // Perform a local search for the best edge normal.
+ for ( ; ; )
+ {
+ if (increment == -1)
+ edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
+ else
+ edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;
+
+ s = EdgeSeparation(poly1, xf1, edge, poly2, xf2);
+ if (s > 0.0f)
+ {
+ return s;
+ }
+
+ if (s > bestSeparation)
+ {
+ bestEdge = edge;
+ bestSeparation = s;
+ }
+ else
+ {
+ break;
+ }
+ }
+
+ *edgeIndex = bestEdge;
+ return bestSeparation;
+}
+
+static void FindIncidentEdge(ClipVertex c[2],
+ const btBox2dShape* poly1, const btTransform& xf1, int edge1,
+ const btBox2dShape* poly2, const btTransform& xf2)
+{
+ const btVector3* normals1 = poly1->getNormals();
+
+ int count2 = poly2->getVertexCount();
+ const btVector3* vertices2 = poly2->getVertices();
+ const btVector3* normals2 = poly2->getNormals();
+
+ btAssert(0 <= edge1 && edge1 < poly1->getVertexCount());
+
+ // Get the normal of the reference edge in poly2's frame.
+ btVector3 normal1 = b2MulT(xf2.getBasis(), b2Mul(xf1.getBasis(), normals1[edge1]));
+
+ // Find the incident edge on poly2.
+ int index = 0;
+ btScalar minDot = BT_LARGE_FLOAT;
+ for (int i = 0; i < count2; ++i)
+ {
+ btScalar dot = b2Dot(normal1, normals2[i]);
+ if (dot < minDot)
+ {
+ minDot = dot;
+ index = i;
+ }
+ }
+
+ // Build the clip vertices for the incident edge.
+ int i1 = index;
+ int i2 = i1 + 1 < count2 ? i1 + 1 : 0;
+
+ c[0].v = b2Mul(xf2, vertices2[i1]);
+// c[0].id.features.referenceEdge = (unsigned char)edge1;
+// c[0].id.features.incidentEdge = (unsigned char)i1;
+// c[0].id.features.incidentVertex = 0;
+
+ c[1].v = b2Mul(xf2, vertices2[i2]);
+// c[1].id.features.referenceEdge = (unsigned char)edge1;
+// c[1].id.features.incidentEdge = (unsigned char)i2;
+// c[1].id.features.incidentVertex = 1;
+}
+
+// Find edge normal of max separation on A - return if separating axis is found
+// Find edge normal of max separation on B - return if separation axis is found
+// Choose reference edge as min(minA, minB)
+// Find incident edge
+// Clip
+
+// The normal points from 1 to 2
+void b2CollidePolygons(btManifoldResult* manifold,
+ const btBox2dShape* polyA, const btTransform& xfA,
+ const btBox2dShape* polyB, const btTransform& xfB)
+{
+
+ int edgeA = 0;
+ btScalar separationA = FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
+ if (separationA > 0.0f)
+ return;
+
+ int edgeB = 0;
+ btScalar separationB = FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
+ if (separationB > 0.0f)
+ return;
+
+ const btBox2dShape* poly1; // reference poly
+ const btBox2dShape* poly2; // incident poly
+ btTransform xf1, xf2;
+ int edge1; // reference edge
+ unsigned char flip;
+ const btScalar k_relativeTol = 0.98f;
+ const btScalar k_absoluteTol = 0.001f;
+
+ // TODO_ERIN use "radius" of poly for absolute tolerance.
+ if (separationB > k_relativeTol * separationA + k_absoluteTol)
+ {
+ poly1 = polyB;
+ poly2 = polyA;
+ xf1 = xfB;
+ xf2 = xfA;
+ edge1 = edgeB;
+ flip = 1;
+ }
+ else
+ {
+ poly1 = polyA;
+ poly2 = polyB;
+ xf1 = xfA;
+ xf2 = xfB;
+ edge1 = edgeA;
+ flip = 0;
+ }
+
+ ClipVertex incidentEdge[2];
+ FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
+
+ int count1 = poly1->getVertexCount();
+ const btVector3* vertices1 = poly1->getVertices();
+
+ btVector3 v11 = vertices1[edge1];
+ btVector3 v12 = edge1 + 1 < count1 ? vertices1[edge1+1] : vertices1[0];
+
+ //btVector3 dv = v12 - v11;
+ btVector3 sideNormal = b2Mul(xf1.getBasis(), v12 - v11);
+ sideNormal.normalize();
+ btVector3 frontNormal = btCrossS(sideNormal, 1.0f);
+
+
+ v11 = b2Mul(xf1, v11);
+ v12 = b2Mul(xf1, v12);
+
+ btScalar frontOffset = b2Dot(frontNormal, v11);
+ btScalar sideOffset1 = -b2Dot(sideNormal, v11);
+ btScalar sideOffset2 = b2Dot(sideNormal, v12);
+
+ // Clip incident edge against extruded edge1 side edges.
+ ClipVertex clipPoints1[2];
+ clipPoints1[0].v.setValue(0,0,0);
+ clipPoints1[1].v.setValue(0,0,0);
+
+ ClipVertex clipPoints2[2];
+ clipPoints2[0].v.setValue(0,0,0);
+ clipPoints2[1].v.setValue(0,0,0);
+
+
+ int np;
+
+ // Clip to box side 1
+ np = ClipSegmentToLine(clipPoints1, incidentEdge, -sideNormal, sideOffset1);
+
+ if (np < 2)
+ return;
+
+ // Clip to negative box side 1
+ np = ClipSegmentToLine(clipPoints2, clipPoints1, sideNormal, sideOffset2);
+
+ if (np < 2)
+ {
+ return;
+ }
+
+ // Now clipPoints2 contains the clipped points.
+ btVector3 manifoldNormal = flip ? -frontNormal : frontNormal;
+
+ int pointCount = 0;
+ for (int i = 0; i < b2_maxManifoldPoints; ++i)
+ {
+ btScalar separation = b2Dot(frontNormal, clipPoints2[i].v) - frontOffset;
+
+ if (separation <= 0.0f)
+ {
+
+ //b2ManifoldPoint* cp = manifold->points + pointCount;
+ //btScalar separation = separation;
+ //cp->localPoint1 = b2MulT(xfA, clipPoints2[i].v);
+ //cp->localPoint2 = b2MulT(xfB, clipPoints2[i].v);
+
+ manifold->addContactPoint(-manifoldNormal,clipPoints2[i].v,separation);
+
+// cp->id = clipPoints2[i].id;
+// cp->id.features.flip = flip;
+ ++pointCount;
+ }
+ }
+
+// manifold->pointCount = pointCount;}
+}