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diff --git a/thirdparty/bullet/BulletCollision/Gimpact/btGeometryOperations.h b/thirdparty/bullet/BulletCollision/Gimpact/btGeometryOperations.h
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+#ifndef BT_BASIC_GEOMETRY_OPERATIONS_H_INCLUDED
+#define BT_BASIC_GEOMETRY_OPERATIONS_H_INCLUDED
+
+/*! \file btGeometryOperations.h
+*\author Francisco Leon Najera
+
+*/
+/*
+This source file is part of GIMPACT Library.
+
+For the latest info, see http://gimpact.sourceforge.net/
+
+Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
+email: projectileman@yahoo.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.
+*/
+
+#include "btBoxCollision.h"
+
+
+
+
+
+#define PLANEDIREPSILON 0.0000001f
+#define PARALELENORMALS 0.000001f
+
+
+#define BT_CLAMP(number,minval,maxval) (number<minval?minval:(number>maxval?maxval:number))
+
+/// Calc a plane from a triangle edge an a normal. plane is a vec4f
+SIMD_FORCE_INLINE void bt_edge_plane(const btVector3 & e1,const btVector3 & e2, const btVector3 & normal,btVector4 & plane)
+{
+ btVector3 planenormal = (e2-e1).cross(normal);
+ planenormal.normalize();
+ plane.setValue(planenormal[0],planenormal[1],planenormal[2],e2.dot(planenormal));
+}
+
+
+
+//***************** SEGMENT and LINE FUNCTIONS **********************************///
+
+/*! Finds the closest point(cp) to (v) on a segment (e1,e2)
+ */
+SIMD_FORCE_INLINE void bt_closest_point_on_segment(
+ btVector3 & cp, const btVector3 & v,
+ const btVector3 &e1,const btVector3 &e2)
+{
+ btVector3 n = e2-e1;
+ cp = v - e1;
+ btScalar _scalar = cp.dot(n)/n.dot(n);
+ if(_scalar <0.0f)
+ {
+ cp = e1;
+ }
+ else if(_scalar >1.0f)
+ {
+ cp = e2;
+ }
+ else
+ {
+ cp = _scalar*n + e1;
+ }
+}
+
+
+//! line plane collision
+/*!
+*\return
+ -0 if the ray never intersects
+ -1 if the ray collides in front
+ -2 if the ray collides in back
+*/
+
+SIMD_FORCE_INLINE int bt_line_plane_collision(
+ const btVector4 & plane,
+ const btVector3 & vDir,
+ const btVector3 & vPoint,
+ btVector3 & pout,
+ btScalar &tparam,
+ btScalar tmin, btScalar tmax)
+{
+
+ btScalar _dotdir = vDir.dot(plane);
+
+ if(btFabs(_dotdir)<PLANEDIREPSILON)
+ {
+ tparam = tmax;
+ return 0;
+ }
+
+ btScalar _dis = bt_distance_point_plane(plane,vPoint);
+ char returnvalue = _dis<0.0f? 2:1;
+ tparam = -_dis/_dotdir;
+
+ if(tparam<tmin)
+ {
+ returnvalue = 0;
+ tparam = tmin;
+ }
+ else if(tparam>tmax)
+ {
+ returnvalue = 0;
+ tparam = tmax;
+ }
+ pout = tparam*vDir + vPoint;
+ return returnvalue;
+}
+
+
+//! Find closest points on segments
+SIMD_FORCE_INLINE void bt_segment_collision(
+ const btVector3 & vA1,
+ const btVector3 & vA2,
+ const btVector3 & vB1,
+ const btVector3 & vB2,
+ btVector3 & vPointA,
+ btVector3 & vPointB)
+{
+ btVector3 AD = vA2 - vA1;
+ btVector3 BD = vB2 - vB1;
+ btVector3 N = AD.cross(BD);
+ btScalar tp = N.length2();
+
+ btVector4 _M;//plane
+
+ if(tp<SIMD_EPSILON)//ARE PARALELE
+ {
+ //project B over A
+ bool invert_b_order = false;
+ _M[0] = vB1.dot(AD);
+ _M[1] = vB2.dot(AD);
+
+ if(_M[0]>_M[1])
+ {
+ invert_b_order = true;
+ BT_SWAP_NUMBERS(_M[0],_M[1]);
+ }
+ _M[2] = vA1.dot(AD);
+ _M[3] = vA2.dot(AD);
+ //mid points
+ N[0] = (_M[0]+_M[1])*0.5f;
+ N[1] = (_M[2]+_M[3])*0.5f;
+
+ if(N[0]<N[1])
+ {
+ if(_M[1]<_M[2])
+ {
+ vPointB = invert_b_order?vB1:vB2;
+ vPointA = vA1;
+ }
+ else if(_M[1]<_M[3])
+ {
+ vPointB = invert_b_order?vB1:vB2;
+ bt_closest_point_on_segment(vPointA,vPointB,vA1,vA2);
+ }
+ else
+ {
+ vPointA = vA2;
+ bt_closest_point_on_segment(vPointB,vPointA,vB1,vB2);
+ }
+ }
+ else
+ {
+ if(_M[3]<_M[0])
+ {
+ vPointB = invert_b_order?vB2:vB1;
+ vPointA = vA2;
+ }
+ else if(_M[3]<_M[1])
+ {
+ vPointA = vA2;
+ bt_closest_point_on_segment(vPointB,vPointA,vB1,vB2);
+ }
+ else
+ {
+ vPointB = invert_b_order?vB1:vB2;
+ bt_closest_point_on_segment(vPointA,vPointB,vA1,vA2);
+ }
+ }
+ return;
+ }
+
+ N = N.cross(BD);
+ _M.setValue(N[0],N[1],N[2],vB1.dot(N));
+
+ // get point A as the plane collision point
+ bt_line_plane_collision(_M,AD,vA1,vPointA,tp,btScalar(0), btScalar(1));
+
+ /*Closest point on segment*/
+ vPointB = vPointA - vB1;
+ tp = vPointB.dot(BD);
+ tp/= BD.dot(BD);
+ tp = BT_CLAMP(tp,0.0f,1.0f);
+
+ vPointB = tp*BD + vB1;
+}
+
+
+
+
+
+#endif // GIM_VECTOR_H_INCLUDED