181 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			181 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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								/*! \file btGImpactShape.h
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								\author Francisco Leon Najera
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								*/
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								/*
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								This source file is part of GIMPACT Library.
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								For the latest info, see http://gimpact.sourceforge.net/
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								Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
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								email: projectileman@yahoo.com
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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 GIMPACT_TRIANGLE_SHAPE_EX_H
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								#define GIMPACT_TRIANGLE_SHAPE_EX_H
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								#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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								#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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								#include "btBoxCollision.h"
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								#include "btClipPolygon.h"
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								#include "btGeometryOperations.h"
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								#define MAX_TRI_CLIPPING 16
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								//! Structure for collision
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								struct GIM_TRIANGLE_CONTACT
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								{
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								    btScalar m_penetration_depth;
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								    int m_point_count;
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								    btVector4 m_separating_normal;
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								    btVector3 m_points[MAX_TRI_CLIPPING];
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									SIMD_FORCE_INLINE void copy_from(const GIM_TRIANGLE_CONTACT& other)
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									{
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										m_penetration_depth = other.m_penetration_depth;
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										m_separating_normal = other.m_separating_normal;
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										m_point_count = other.m_point_count;
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										int i = m_point_count;
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										while(i--)
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										{
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											m_points[i] = other.m_points[i];
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										}
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									}
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									GIM_TRIANGLE_CONTACT()
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									{
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									}
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									GIM_TRIANGLE_CONTACT(const GIM_TRIANGLE_CONTACT& other)
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									{
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										copy_from(other);
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									}
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								    //! classify points that are closer
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								    void merge_points(const btVector4 & plane,
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								    				btScalar margin, const btVector3 * points, int point_count);
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								};
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								class btPrimitiveTriangle
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								{
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								public:
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									btVector3 m_vertices[3];
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									btVector4 m_plane;
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									btScalar m_margin;
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									btScalar m_dummy;
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									btPrimitiveTriangle():m_margin(0.01f)
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									{
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									}
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									SIMD_FORCE_INLINE void buildTriPlane()
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									{
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										btVector3 normal = (m_vertices[1]-m_vertices[0]).cross(m_vertices[2]-m_vertices[0]);
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										normal.normalize();
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										m_plane.setValue(normal[0],normal[1],normal[2],m_vertices[0].dot(normal));
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									}
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									//! Test if triangles could collide
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									bool overlap_test_conservative(const btPrimitiveTriangle& other);
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									//! Calcs the plane which is paralele to the edge and perpendicular to the triangle plane
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									/*!
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									\pre this triangle must have its plane calculated.
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									*/
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									SIMD_FORCE_INLINE void get_edge_plane(int edge_index, btVector4 &plane)  const
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								    {
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										const btVector3 & e0 = m_vertices[edge_index];
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										const btVector3 & e1 = m_vertices[(edge_index+1)%3];
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										bt_edge_plane(e0,e1,m_plane,plane);
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								    }
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								    void applyTransform(const btTransform& t)
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									{
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										m_vertices[0] = t(m_vertices[0]);
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										m_vertices[1] = t(m_vertices[1]);
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										m_vertices[2] = t(m_vertices[2]);
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									}
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									//! Clips the triangle against this
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									/*!
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									\pre clipped_points must have MAX_TRI_CLIPPING size, and this triangle must have its plane calculated.
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									\return the number of clipped points
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									*/
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								    int clip_triangle(btPrimitiveTriangle & other, btVector3 * clipped_points );
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									//! Find collision using the clipping method
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									/*!
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									\pre this triangle and other must have their triangles calculated
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									*/
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								    bool find_triangle_collision_clip_method(btPrimitiveTriangle & other, GIM_TRIANGLE_CONTACT & contacts);
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								};
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								//! Helper class for colliding Bullet Triangle Shapes
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								/*!
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								This class implements a better getAabb method than the previous btTriangleShape class
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								*/
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								class btTriangleShapeEx: public btTriangleShape
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								{
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								public:
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									btTriangleShapeEx():btTriangleShape(btVector3(0,0,0),btVector3(0,0,0),btVector3(0,0,0))
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									{
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									}
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									btTriangleShapeEx(const btVector3& p0,const btVector3& p1,const btVector3& p2):	btTriangleShape(p0,p1,p2)
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									{
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									}
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									btTriangleShapeEx(const btTriangleShapeEx & other):	btTriangleShape(other.m_vertices1[0],other.m_vertices1[1],other.m_vertices1[2])
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									{
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									}
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									virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax)const
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									{
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										btVector3 tv0 = t(m_vertices1[0]);
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										btVector3 tv1 = t(m_vertices1[1]);
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										btVector3 tv2 = t(m_vertices1[2]);
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										btAABB trianglebox(tv0,tv1,tv2,m_collisionMargin);
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										aabbMin = trianglebox.m_min;
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										aabbMax = trianglebox.m_max;
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									}
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									void applyTransform(const btTransform& t)
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									{
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										m_vertices1[0] = t(m_vertices1[0]);
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										m_vertices1[1] = t(m_vertices1[1]);
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										m_vertices1[2] = t(m_vertices1[2]);
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									}
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									SIMD_FORCE_INLINE void buildTriPlane(btVector4 & plane) const
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									{
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										btVector3 normal = (m_vertices1[1]-m_vertices1[0]).cross(m_vertices1[2]-m_vertices1[0]);
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										normal.normalize();
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										plane.setValue(normal[0],normal[1],normal[2],m_vertices1[0].dot(normal));
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									}
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									bool overlap_test_conservative(const btTriangleShapeEx& other);
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								};
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								#endif //GIMPACT_TRIANGLE_MESH_SHAPE_H
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