#ifndef B3_REDUCE_CONTACTS_H #define B3_REDUCE_CONTACTS_H inline int b3ReduceContacts(const b3Float4* p, int nPoints, const b3Float4& nearNormal, b3Int4* contactIdx) { if (nPoints == 0) return 0; if (nPoints <= 4) return nPoints; if (nPoints > 64) nPoints = 64; b3Float4 center = b3MakeFloat4(0, 0, 0, 0); { for (int i = 0; i < nPoints; i++) center += p[i]; center /= (float)nPoints; } // sample 4 directions b3Float4 aVector = p[0] - center; b3Float4 u = b3Cross3(nearNormal, aVector); b3Float4 v = b3Cross3(nearNormal, u); u = b3FastNormalized3(u); v = b3FastNormalized3(v); //keep point with deepest penetration float minW = FLT_MAX; int minIndex = -1; b3Float4 maxDots; maxDots.x = FLT_MIN; maxDots.y = FLT_MIN; maxDots.z = FLT_MIN; maxDots.w = FLT_MIN; // idx, distance for (int ie = 0; ie < nPoints; ie++) { if (p[ie].w < minW) { minW = p[ie].w; minIndex = ie; } float f; b3Float4 r = p[ie] - center; f = b3Dot3F4(u, r); if (f < maxDots.x) { maxDots.x = f; contactIdx[0].x = ie; } f = b3Dot3F4(-u, r); if (f < maxDots.y) { maxDots.y = f; contactIdx[0].y = ie; } f = b3Dot3F4(v, r); if (f < maxDots.z) { maxDots.z = f; contactIdx[0].z = ie; } f = b3Dot3F4(-v, r); if (f < maxDots.w) { maxDots.w = f; contactIdx[0].w = ie; } } if (contactIdx[0].x != minIndex && contactIdx[0].y != minIndex && contactIdx[0].z != minIndex && contactIdx[0].w != minIndex) { //replace the first contact with minimum (todo: replace contact with least penetration) contactIdx[0].x = minIndex; } return 4; } #endif //B3_REDUCE_CONTACTS_H