156 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			156 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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								/*
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								Bullet Continuous Collision Detection and Physics Library
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								Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
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								This software is provided 'as-is', without any express or implied warranty.
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								In no event will the authors be held liable for any damages arising from the use of this software.
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								Permission is granted to anyone to use this software for any purpose, 
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								including commercial applications, and to alter it and redistribute it freely, 
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								subject to the following restrictions:
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								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.
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								2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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								3. This notice may not be removed or altered from any source distribution.
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								*/
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								#ifndef BT_SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
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								#define BT_SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
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								#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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								#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
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								#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
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								#include "BulletCollision/CollisionShapes/btTriangleCallback.h"
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								#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
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								class btDispatcher;
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								#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
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								#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
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								class btSoftBody;
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								class btCollisionShape;
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								#include "LinearMath/btHashMap.h"
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								#include "BulletCollision/BroadphaseCollision/btQuantizedBvh.h" //for definition of MAX_NUM_PARTS_IN_BITS
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								struct btTriIndex
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								{
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									int m_PartIdTriangleIndex;
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									class btCollisionShape*	m_childShape;
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									btTriIndex(int partId,int triangleIndex,btCollisionShape* shape)
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									{
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										m_PartIdTriangleIndex = (partId<<(31-MAX_NUM_PARTS_IN_BITS)) | triangleIndex;
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										m_childShape = shape;
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									}
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									int	getTriangleIndex() const
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									{
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										// Get only the lower bits where the triangle index is stored
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										unsigned int x = 0;
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										unsigned int y = (~(x&0))<<(31-MAX_NUM_PARTS_IN_BITS);
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										return (m_PartIdTriangleIndex&~(y));
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									}
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									int	getPartId() const
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									{
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										// Get only the highest bits where the part index is stored
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										return (m_PartIdTriangleIndex>>(31-MAX_NUM_PARTS_IN_BITS));
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									}
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									int	getUid() const
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									{
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										return m_PartIdTriangleIndex;
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									}
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								};
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								///For each triangle in the concave mesh that overlaps with the AABB of a soft body (m_softBody), processTriangle is called.
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								class btSoftBodyTriangleCallback : public btTriangleCallback
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								{
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									btSoftBody* m_softBody;
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									const btCollisionObject* m_triBody;
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									btVector3	m_aabbMin;
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									btVector3	m_aabbMax ;
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									btManifoldResult* m_resultOut;
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									btDispatcher*	m_dispatcher;
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									const btDispatcherInfo* m_dispatchInfoPtr;
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									btScalar m_collisionMarginTriangle;
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									btHashMap<btHashKey<btTriIndex>,btTriIndex> m_shapeCache;
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								public:
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									int	m_triangleCount;
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									//	btPersistentManifold*	m_manifoldPtr;
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									btSoftBodyTriangleCallback(btDispatcher* dispatcher,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,bool isSwapped);
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									void	setTimeStepAndCounters(btScalar collisionMarginTriangle,const btCollisionObjectWrapper* triObjWrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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									virtual ~btSoftBodyTriangleCallback();
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									virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
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									void clearCache();
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									SIMD_FORCE_INLINE const btVector3& getAabbMin() const
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									{
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										return m_aabbMin;
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									}
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									SIMD_FORCE_INLINE const btVector3& getAabbMax() const
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									{
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										return m_aabbMax;
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									}
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								};
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								/// btSoftBodyConcaveCollisionAlgorithm  supports collision between soft body shapes and (concave) trianges meshes.
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								class btSoftBodyConcaveCollisionAlgorithm  : public btCollisionAlgorithm
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								{
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									bool	m_isSwapped;
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									btSoftBodyTriangleCallback m_btSoftBodyTriangleCallback;
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								public:
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									btSoftBodyConcaveCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,bool isSwapped);
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									virtual ~btSoftBodyConcaveCollisionAlgorithm();
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									virtual void processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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									btScalar	calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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									virtual	void	getAllContactManifolds(btManifoldArray&	manifoldArray)
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									{
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										//we don't add any manifolds
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									}
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									void	clearCache();
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									struct CreateFunc :public 	btCollisionAlgorithmCreateFunc
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									{
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										virtual	btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap)
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										{
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											void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftBodyConcaveCollisionAlgorithm));
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											return new(mem) btSoftBodyConcaveCollisionAlgorithm(ci,body0Wrap,body1Wrap,false);
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										}
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									};
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									struct SwappedCreateFunc :public 	btCollisionAlgorithmCreateFunc
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									{
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										virtual	btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap)
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										{
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											void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftBodyConcaveCollisionAlgorithm));
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											return new(mem) btSoftBodyConcaveCollisionAlgorithm(ci,body0Wrap,body1Wrap,true);
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										}
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									};
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								};
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								#endif //BT_SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
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