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-rw-r--r--thirdparty/bullet/BulletCollision/CollisionDispatch/btBoxBoxCollisionAlgorithm.cpp84
1 files changed, 84 insertions, 0 deletions
diff --git a/thirdparty/bullet/BulletCollision/CollisionDispatch/btBoxBoxCollisionAlgorithm.cpp b/thirdparty/bullet/BulletCollision/CollisionDispatch/btBoxBoxCollisionAlgorithm.cpp
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+++ b/thirdparty/bullet/BulletCollision/CollisionDispatch/btBoxBoxCollisionAlgorithm.cpp
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+/*
+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 "btBoxBoxCollisionAlgorithm.h"
+#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
+#include "BulletCollision/CollisionShapes/btBoxShape.h"
+#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
+#include "btBoxBoxDetector.h"
+#include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
+#define USE_PERSISTENT_CONTACTS 1
+
+btBoxBoxCollisionAlgorithm::btBoxBoxCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap)
+: btActivatingCollisionAlgorithm(ci,body0Wrap,body1Wrap),
+m_ownManifold(false),
+m_manifoldPtr(mf)
+{
+ if (!m_manifoldPtr && m_dispatcher->needsCollision(body0Wrap->getCollisionObject(),body1Wrap->getCollisionObject()))
+ {
+ m_manifoldPtr = m_dispatcher->getNewManifold(body0Wrap->getCollisionObject(),body1Wrap->getCollisionObject());
+ m_ownManifold = true;
+ }
+}
+
+btBoxBoxCollisionAlgorithm::~btBoxBoxCollisionAlgorithm()
+{
+ if (m_ownManifold)
+ {
+ if (m_manifoldPtr)
+ m_dispatcher->releaseManifold(m_manifoldPtr);
+ }
+}
+
+void btBoxBoxCollisionAlgorithm::processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
+{
+ if (!m_manifoldPtr)
+ return;
+
+
+ const btBoxShape* box0 = (btBoxShape*)body0Wrap->getCollisionShape();
+ const btBoxShape* box1 = (btBoxShape*)body1Wrap->getCollisionShape();
+
+
+
+ /// report a contact. internally this will be kept persistent, and contact reduction is done
+ resultOut->setPersistentManifold(m_manifoldPtr);
+#ifndef USE_PERSISTENT_CONTACTS
+ m_manifoldPtr->clearManifold();
+#endif //USE_PERSISTENT_CONTACTS
+
+ btDiscreteCollisionDetectorInterface::ClosestPointInput input;
+ input.m_maximumDistanceSquared = BT_LARGE_FLOAT;
+ input.m_transformA = body0Wrap->getWorldTransform();
+ input.m_transformB = body1Wrap->getWorldTransform();
+
+ btBoxBoxDetector detector(box0,box1);
+ detector.getClosestPoints(input,*resultOut,dispatchInfo.m_debugDraw);
+
+#ifdef USE_PERSISTENT_CONTACTS
+ // refreshContactPoints is only necessary when using persistent contact points. otherwise all points are newly added
+ if (m_ownManifold)
+ {
+ resultOut->refreshContactPoints();
+ }
+#endif //USE_PERSISTENT_CONTACTS
+
+}
+
+btScalar btBoxBoxCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* /*body0*/,btCollisionObject* /*body1*/,const btDispatcherInfo& /*dispatchInfo*/,btManifoldResult* /*resultOut*/)
+{
+ //not yet
+ return 1.f;
+}