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Diffstat (limited to 'thirdparty/bullet/BulletCollision/CollisionShapes/btCollisionShape.cpp')
-rw-r--r-- | thirdparty/bullet/BulletCollision/CollisionShapes/btCollisionShape.cpp | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/thirdparty/bullet/BulletCollision/CollisionShapes/btCollisionShape.cpp b/thirdparty/bullet/BulletCollision/CollisionShapes/btCollisionShape.cpp new file mode 100644 index 0000000000..823e2788f2 --- /dev/null +++ b/thirdparty/bullet/BulletCollision/CollisionShapes/btCollisionShape.cpp @@ -0,0 +1,122 @@ +/* +Bullet Continuous Collision Detection and Physics Library +Copyright (c) 2003-2009 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. +*/ +#include "BulletCollision/CollisionShapes/btCollisionShape.h" +#include "LinearMath/btSerializer.h" + +/* + Make sure this dummy function never changes so that it + can be used by probes that are checking whether the + library is actually installed. +*/ +extern "C" +{ +void btBulletCollisionProbe (); + +void btBulletCollisionProbe () {} +} + + + +void btCollisionShape::getBoundingSphere(btVector3& center,btScalar& radius) const +{ + btTransform tr; + tr.setIdentity(); + btVector3 aabbMin,aabbMax; + + getAabb(tr,aabbMin,aabbMax); + + radius = (aabbMax-aabbMin).length()*btScalar(0.5); + center = (aabbMin+aabbMax)*btScalar(0.5); +} + + +btScalar btCollisionShape::getContactBreakingThreshold(btScalar defaultContactThreshold) const +{ + return getAngularMotionDisc() * defaultContactThreshold; +} + +btScalar btCollisionShape::getAngularMotionDisc() const +{ + ///@todo cache this value, to improve performance + btVector3 center; + btScalar disc; + getBoundingSphere(center,disc); + disc += (center).length(); + return disc; +} + +void btCollisionShape::calculateTemporalAabb(const btTransform& curTrans,const btVector3& linvel,const btVector3& angvel,btScalar timeStep, btVector3& temporalAabbMin,btVector3& temporalAabbMax) const +{ + //start with static aabb + getAabb(curTrans,temporalAabbMin,temporalAabbMax); + + btScalar temporalAabbMaxx = temporalAabbMax.getX(); + btScalar temporalAabbMaxy = temporalAabbMax.getY(); + btScalar temporalAabbMaxz = temporalAabbMax.getZ(); + btScalar temporalAabbMinx = temporalAabbMin.getX(); + btScalar temporalAabbMiny = temporalAabbMin.getY(); + btScalar temporalAabbMinz = temporalAabbMin.getZ(); + + // add linear motion + btVector3 linMotion = linvel*timeStep; + ///@todo: simd would have a vector max/min operation, instead of per-element access + if (linMotion.x() > btScalar(0.)) + temporalAabbMaxx += linMotion.x(); + else + temporalAabbMinx += linMotion.x(); + if (linMotion.y() > btScalar(0.)) + temporalAabbMaxy += linMotion.y(); + else + temporalAabbMiny += linMotion.y(); + if (linMotion.z() > btScalar(0.)) + temporalAabbMaxz += linMotion.z(); + else + temporalAabbMinz += linMotion.z(); + + //add conservative angular motion + btScalar angularMotion = angvel.length() * getAngularMotionDisc() * timeStep; + btVector3 angularMotion3d(angularMotion,angularMotion,angularMotion); + temporalAabbMin = btVector3(temporalAabbMinx,temporalAabbMiny,temporalAabbMinz); + temporalAabbMax = btVector3(temporalAabbMaxx,temporalAabbMaxy,temporalAabbMaxz); + + temporalAabbMin -= angularMotion3d; + temporalAabbMax += angularMotion3d; +} + +///fills the dataBuffer and returns the struct name (and 0 on failure) +const char* btCollisionShape::serialize(void* dataBuffer, btSerializer* serializer) const +{ + btCollisionShapeData* shapeData = (btCollisionShapeData*) dataBuffer; + char* name = (char*) serializer->findNameForPointer(this); + shapeData->m_name = (char*)serializer->getUniquePointer(name); + if (shapeData->m_name) + { + serializer->serializeName(name); + } + shapeData->m_shapeType = m_shapeType; + + // Fill padding with zeros to appease msan. + memset(shapeData->m_padding, 0, sizeof(shapeData->m_padding)); + + return "btCollisionShapeData"; +} + +void btCollisionShape::serializeSingleShape(btSerializer* serializer) const +{ + int len = calculateSerializeBufferSize(); + btChunk* chunk = serializer->allocate(len,1); + const char* structType = serialize(chunk->m_oldPtr, serializer); + serializer->finalizeChunk(chunk,structType,BT_SHAPE_CODE,(void*)this); +}
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