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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