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diff --git a/thirdparty/bullet/src/BulletCollision/Gimpact/btGImpactShape.cpp b/thirdparty/bullet/src/BulletCollision/Gimpact/btGImpactShape.cpp
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+/*
+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 "btGImpactShape.h"
+#include "btGImpactMassUtil.h"
+
+
+btGImpactMeshShapePart::btGImpactMeshShapePart( btStridingMeshInterface * meshInterface, int part )
+{
+ // moved from .h to .cpp because of conditional compilation
+ // (The setting of BT_THREADSAFE may differ between various cpp files, so it is best to
+ // avoid using it in h files)
+ m_primitive_manager.m_meshInterface = meshInterface;
+ m_primitive_manager.m_part = part;
+ m_box_set.setPrimitiveManager( &m_primitive_manager );
+#if BT_THREADSAFE
+ // If threadsafe is requested, this object uses a different lock/unlock
+ // model with the btStridingMeshInterface -- lock once when the object is constructed
+ // and unlock once in the destructor.
+ // The other way of locking and unlocking for each collision check in the narrowphase
+ // is not threadsafe. Note these are not thread-locks, they are calls to the meshInterface's
+ // getLockedReadOnlyVertexIndexBase virtual function, which by default just returns a couple of
+ // pointers. In theory a client could override the lock function to do all sorts of
+ // things like reading data from GPU memory, or decompressing data on the fly, but such things
+ // do not seem all that likely or useful, given the performance cost.
+ m_primitive_manager.lock();
+#endif
+}
+
+btGImpactMeshShapePart::~btGImpactMeshShapePart()
+{
+ // moved from .h to .cpp because of conditional compilation
+#if BT_THREADSAFE
+ m_primitive_manager.unlock();
+#endif
+}
+
+void btGImpactMeshShapePart::lockChildShapes() const
+{
+ // moved from .h to .cpp because of conditional compilation
+#if ! BT_THREADSAFE
+ // called in the narrowphase -- not threadsafe!
+ void * dummy = (void*) ( m_box_set.getPrimitiveManager() );
+ TrimeshPrimitiveManager * dummymanager = static_cast<TrimeshPrimitiveManager *>( dummy );
+ dummymanager->lock();
+#endif
+}
+
+void btGImpactMeshShapePart::unlockChildShapes() const
+{
+ // moved from .h to .cpp because of conditional compilation
+#if ! BT_THREADSAFE
+ // called in the narrowphase -- not threadsafe!
+ void * dummy = (void*) ( m_box_set.getPrimitiveManager() );
+ TrimeshPrimitiveManager * dummymanager = static_cast<TrimeshPrimitiveManager *>( dummy );
+ dummymanager->unlock();
+#endif
+}
+
+
+#define CALC_EXACT_INERTIA 1
+
+
+void btGImpactCompoundShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
+{
+ lockChildShapes();
+#ifdef CALC_EXACT_INERTIA
+ inertia.setValue(0.f,0.f,0.f);
+
+ int i = this->getNumChildShapes();
+ btScalar shapemass = mass/btScalar(i);
+
+ while(i--)
+ {
+ btVector3 temp_inertia;
+ m_childShapes[i]->calculateLocalInertia(shapemass,temp_inertia);
+ if(childrenHasTransform())
+ {
+ inertia = gim_inertia_add_transformed( inertia,temp_inertia,m_childTransforms[i]);
+ }
+ else
+ {
+ inertia = gim_inertia_add_transformed( inertia,temp_inertia,btTransform::getIdentity());
+ }
+
+ }
+
+#else
+
+ // Calc box inertia
+
+ btScalar lx= m_localAABB.m_max[0] - m_localAABB.m_min[0];
+ btScalar ly= m_localAABB.m_max[1] - m_localAABB.m_min[1];
+ btScalar lz= m_localAABB.m_max[2] - m_localAABB.m_min[2];
+ const btScalar x2 = lx*lx;
+ const btScalar y2 = ly*ly;
+ const btScalar z2 = lz*lz;
+ const btScalar scaledmass = mass * btScalar(0.08333333);
+
+ inertia = scaledmass * (btVector3(y2+z2,x2+z2,x2+y2));
+
+#endif
+ unlockChildShapes();
+}
+
+
+
+void btGImpactMeshShapePart::calculateLocalInertia(btScalar mass,btVector3& inertia) const
+{
+ lockChildShapes();
+
+
+#ifdef CALC_EXACT_INERTIA
+ inertia.setValue(0.f,0.f,0.f);
+
+ int i = this->getVertexCount();
+ btScalar pointmass = mass/btScalar(i);
+
+ while(i--)
+ {
+ btVector3 pointintertia;
+ this->getVertex(i,pointintertia);
+ pointintertia = gim_get_point_inertia(pointintertia,pointmass);
+ inertia+=pointintertia;
+ }
+
+#else
+
+ // Calc box inertia
+
+ btScalar lx= m_localAABB.m_max[0] - m_localAABB.m_min[0];
+ btScalar ly= m_localAABB.m_max[1] - m_localAABB.m_min[1];
+ btScalar lz= m_localAABB.m_max[2] - m_localAABB.m_min[2];
+ const btScalar x2 = lx*lx;
+ const btScalar y2 = ly*ly;
+ const btScalar z2 = lz*lz;
+ const btScalar scaledmass = mass * btScalar(0.08333333);
+
+ inertia = scaledmass * (btVector3(y2+z2,x2+z2,x2+y2));
+
+#endif
+
+ unlockChildShapes();
+}
+
+void btGImpactMeshShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
+{
+
+#ifdef CALC_EXACT_INERTIA
+ inertia.setValue(0.f,0.f,0.f);
+
+ int i = this->getMeshPartCount();
+ btScalar partmass = mass/btScalar(i);
+
+ while(i--)
+ {
+ btVector3 partinertia;
+ getMeshPart(i)->calculateLocalInertia(partmass,partinertia);
+ inertia+=partinertia;
+ }
+
+#else
+
+ // Calc box inertia
+
+ btScalar lx= m_localAABB.m_max[0] - m_localAABB.m_min[0];
+ btScalar ly= m_localAABB.m_max[1] - m_localAABB.m_min[1];
+ btScalar lz= m_localAABB.m_max[2] - m_localAABB.m_min[2];
+ const btScalar x2 = lx*lx;
+ const btScalar y2 = ly*ly;
+ const btScalar z2 = lz*lz;
+ const btScalar scaledmass = mass * btScalar(0.08333333);
+
+ inertia = scaledmass * (btVector3(y2+z2,x2+z2,x2+y2));
+
+#endif
+}
+
+void btGImpactMeshShape::rayTest(const btVector3& rayFrom, const btVector3& rayTo, btCollisionWorld::RayResultCallback& resultCallback) const
+{
+}
+
+void btGImpactMeshShapePart::processAllTrianglesRay(btTriangleCallback* callback,const btVector3& rayFrom, const btVector3& rayTo) const
+{
+ lockChildShapes();
+
+ btAlignedObjectArray<int> collided;
+ btVector3 rayDir(rayTo - rayFrom);
+ rayDir.normalize();
+ m_box_set.rayQuery(rayDir, rayFrom, collided);
+
+ if(collided.size()==0)
+ {
+ unlockChildShapes();
+ return;
+ }
+
+ int part = (int)getPart();
+ btPrimitiveTriangle triangle;
+ int i = collided.size();
+ while(i--)
+ {
+ getPrimitiveTriangle(collided[i],triangle);
+ callback->processTriangle(triangle.m_vertices,part,collided[i]);
+ }
+ unlockChildShapes();
+}
+
+void btGImpactMeshShapePart::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
+{
+ lockChildShapes();
+ btAABB box;
+ box.m_min = aabbMin;
+ box.m_max = aabbMax;
+
+ btAlignedObjectArray<int> collided;
+ m_box_set.boxQuery(box,collided);
+
+ if(collided.size()==0)
+ {
+ unlockChildShapes();
+ return;
+ }
+
+ int part = (int)getPart();
+ btPrimitiveTriangle triangle;
+ int i = collided.size();
+ while(i--)
+ {
+ this->getPrimitiveTriangle(collided[i],triangle);
+ callback->processTriangle(triangle.m_vertices,part,collided[i]);
+ }
+ unlockChildShapes();
+
+}
+
+void btGImpactMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
+{
+ int i = m_mesh_parts.size();
+ while(i--)
+ {
+ m_mesh_parts[i]->processAllTriangles(callback,aabbMin,aabbMax);
+ }
+}
+
+void btGImpactMeshShape::processAllTrianglesRay(btTriangleCallback* callback,const btVector3& rayFrom, const btVector3& rayTo) const
+{
+ int i = m_mesh_parts.size();
+ while(i--)
+ {
+ m_mesh_parts[i]->processAllTrianglesRay(callback, rayFrom, rayTo);
+ }
+}
+
+
+///fills the dataBuffer and returns the struct name (and 0 on failure)
+const char* btGImpactMeshShape::serialize(void* dataBuffer, btSerializer* serializer) const
+{
+ btGImpactMeshShapeData* trimeshData = (btGImpactMeshShapeData*) dataBuffer;
+
+ btCollisionShape::serialize(&trimeshData->m_collisionShapeData,serializer);
+
+ m_meshInterface->serialize(&trimeshData->m_meshInterface, serializer);
+
+ trimeshData->m_collisionMargin = float(m_collisionMargin);
+
+ localScaling.serializeFloat(trimeshData->m_localScaling);
+
+ trimeshData->m_gimpactSubType = int(getGImpactShapeType());
+
+ return "btGImpactMeshShapeData";
+}
+