403 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			403 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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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#include "BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletCollision/CollisionShapes/btCompoundShape.h"
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#include "BulletCollision/BroadphaseCollision/btDbvt.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "LinearMath/btAabbUtil2.h"
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#include "btManifoldResult.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
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btShapePairCallback gCompoundChildShapePairCallback = 0;
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btCompoundCollisionAlgorithm::btCompoundCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,bool isSwapped)
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:btActivatingCollisionAlgorithm(ci,body0Wrap,body1Wrap),
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m_isSwapped(isSwapped),
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m_sharedManifold(ci.m_manifold)
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{
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	m_ownsManifold = false;
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	const btCollisionObjectWrapper* colObjWrap = m_isSwapped? body1Wrap : body0Wrap;
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	btAssert (colObjWrap->getCollisionShape()->isCompound());
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	const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(colObjWrap->getCollisionShape());
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	m_compoundShapeRevision = compoundShape->getUpdateRevision();
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	preallocateChildAlgorithms(body0Wrap,body1Wrap);
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}
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void	btCompoundCollisionAlgorithm::preallocateChildAlgorithms(const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap)
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{
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	const btCollisionObjectWrapper* colObjWrap = m_isSwapped? body1Wrap : body0Wrap;
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	const btCollisionObjectWrapper* otherObjWrap = m_isSwapped? body0Wrap : body1Wrap;
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	btAssert (colObjWrap->getCollisionShape()->isCompound());
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	const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(colObjWrap->getCollisionShape());
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	int numChildren = compoundShape->getNumChildShapes();
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	int i;
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	m_childCollisionAlgorithms.resize(numChildren);
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	for (i=0;i<numChildren;i++)
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	{
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		if (compoundShape->getDynamicAabbTree())
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		{
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			m_childCollisionAlgorithms[i] = 0;
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		} else
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		{
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			const btCollisionShape* childShape = compoundShape->getChildShape(i);
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			btCollisionObjectWrapper childWrap(colObjWrap,childShape,colObjWrap->getCollisionObject(),colObjWrap->getWorldTransform(),-1,i);//wrong child trans, but unused (hopefully)
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			m_childCollisionAlgorithms[i] = m_dispatcher->findAlgorithm(&childWrap,otherObjWrap,m_sharedManifold, BT_CONTACT_POINT_ALGORITHMS);
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			btAlignedObjectArray<btCollisionAlgorithm*> m_childCollisionAlgorithmsContact;
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			btAlignedObjectArray<btCollisionAlgorithm*> m_childCollisionAlgorithmsClosestPoints;
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		}
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	}
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}
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void	btCompoundCollisionAlgorithm::removeChildAlgorithms()
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{
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	int numChildren = m_childCollisionAlgorithms.size();
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	int i;
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	for (i=0;i<numChildren;i++)
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	{
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		if (m_childCollisionAlgorithms[i])
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		{
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			m_childCollisionAlgorithms[i]->~btCollisionAlgorithm();
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			m_dispatcher->freeCollisionAlgorithm(m_childCollisionAlgorithms[i]);
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		}
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	}
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}
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btCompoundCollisionAlgorithm::~btCompoundCollisionAlgorithm()
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{
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	removeChildAlgorithms();
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}
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struct	btCompoundLeafCallback : btDbvt::ICollide
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{
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public:
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	const btCollisionObjectWrapper* m_compoundColObjWrap;
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	const btCollisionObjectWrapper* m_otherObjWrap;
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	btDispatcher* m_dispatcher;
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	const btDispatcherInfo& m_dispatchInfo;
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	btManifoldResult*	m_resultOut;
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	btCollisionAlgorithm**	m_childCollisionAlgorithms;
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	btPersistentManifold*	m_sharedManifold;
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	btCompoundLeafCallback (const btCollisionObjectWrapper* compoundObjWrap,const btCollisionObjectWrapper* otherObjWrap,btDispatcher* dispatcher,const btDispatcherInfo& dispatchInfo,btManifoldResult*	resultOut,btCollisionAlgorithm**	childCollisionAlgorithms,btPersistentManifold*	sharedManifold)
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		:m_compoundColObjWrap(compoundObjWrap),m_otherObjWrap(otherObjWrap),m_dispatcher(dispatcher),m_dispatchInfo(dispatchInfo),m_resultOut(resultOut),
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		m_childCollisionAlgorithms(childCollisionAlgorithms),
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		m_sharedManifold(sharedManifold)
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	{
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	}
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	void	ProcessChildShape(const btCollisionShape* childShape,int index)
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	{
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		btAssert(index>=0);
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		const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(m_compoundColObjWrap->getCollisionShape());
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		btAssert(index<compoundShape->getNumChildShapes());
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		//backup
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		btTransform	orgTrans = m_compoundColObjWrap->getWorldTransform();
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		const btTransform& childTrans = compoundShape->getChildTransform(index);
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		btTransform	newChildWorldTrans = orgTrans*childTrans ;
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		//perform an AABB check first
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		btVector3 aabbMin0,aabbMax0;
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		childShape->getAabb(newChildWorldTrans,aabbMin0,aabbMax0);
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		btVector3 extendAabb(m_resultOut->m_closestPointDistanceThreshold, m_resultOut->m_closestPointDistanceThreshold, m_resultOut->m_closestPointDistanceThreshold);
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		aabbMin0 -= extendAabb;
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		aabbMax0 += extendAabb;
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		btVector3 aabbMin1, aabbMax1;
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		m_otherObjWrap->getCollisionShape()->getAabb(m_otherObjWrap->getWorldTransform(),aabbMin1,aabbMax1);
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		if (gCompoundChildShapePairCallback)
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		{
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			if (!gCompoundChildShapePairCallback(m_otherObjWrap->getCollisionShape(), childShape))
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				return;
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		}
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		if (TestAabbAgainstAabb2(aabbMin0,aabbMax0,aabbMin1,aabbMax1))
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		{
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			btCollisionObjectWrapper compoundWrap(this->m_compoundColObjWrap,childShape,m_compoundColObjWrap->getCollisionObject(),newChildWorldTrans,-1,index);
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			btCollisionAlgorithm* algo = 0;
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			if (m_resultOut->m_closestPointDistanceThreshold > 0)
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			{
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				algo = m_dispatcher->findAlgorithm(&compoundWrap, m_otherObjWrap, 0, BT_CLOSEST_POINT_ALGORITHMS);
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			}
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			else
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			{
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				//the contactpoint is still projected back using the original inverted worldtrans
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				if (!m_childCollisionAlgorithms[index])
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				{
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					m_childCollisionAlgorithms[index] = m_dispatcher->findAlgorithm(&compoundWrap, m_otherObjWrap, m_sharedManifold, BT_CONTACT_POINT_ALGORITHMS);
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				}
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				algo = m_childCollisionAlgorithms[index];
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			}
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			const btCollisionObjectWrapper* tmpWrap = 0;
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			///detect swapping case
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			if (m_resultOut->getBody0Internal() == m_compoundColObjWrap->getCollisionObject())
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			{
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				tmpWrap = m_resultOut->getBody0Wrap();
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				m_resultOut->setBody0Wrap(&compoundWrap);
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				m_resultOut->setShapeIdentifiersA(-1,index);
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			} else
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			{
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				tmpWrap = m_resultOut->getBody1Wrap();
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				m_resultOut->setBody1Wrap(&compoundWrap);
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				m_resultOut->setShapeIdentifiersB(-1,index);
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			}
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			algo->processCollision(&compoundWrap,m_otherObjWrap,m_dispatchInfo,m_resultOut);
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#if 0
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			if (m_dispatchInfo.m_debugDraw && (m_dispatchInfo.m_debugDraw->getDebugMode() & btIDebugDraw::DBG_DrawAabb))
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			{
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				btVector3 worldAabbMin,worldAabbMax;
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				m_dispatchInfo.m_debugDraw->drawAabb(aabbMin0,aabbMax0,btVector3(1,1,1));
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				m_dispatchInfo.m_debugDraw->drawAabb(aabbMin1,aabbMax1,btVector3(1,1,1));
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			}
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#endif
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			if (m_resultOut->getBody0Internal() == m_compoundColObjWrap->getCollisionObject())
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			{
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				m_resultOut->setBody0Wrap(tmpWrap);
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			} else
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			{
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				m_resultOut->setBody1Wrap(tmpWrap);
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			}
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		}
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	}
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	void		Process(const btDbvtNode* leaf)
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	{
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		int index = leaf->dataAsInt;
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		const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(m_compoundColObjWrap->getCollisionShape());
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		const btCollisionShape* childShape = compoundShape->getChildShape(index);
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#if 0
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		if (m_dispatchInfo.m_debugDraw && (m_dispatchInfo.m_debugDraw->getDebugMode() & btIDebugDraw::DBG_DrawAabb))
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		{
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			btVector3 worldAabbMin,worldAabbMax;
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			btTransform	orgTrans = m_compoundColObjWrap->getWorldTransform();
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			btTransformAabb(leaf->volume.Mins(),leaf->volume.Maxs(),0.,orgTrans,worldAabbMin,worldAabbMax);
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			m_dispatchInfo.m_debugDraw->drawAabb(worldAabbMin,worldAabbMax,btVector3(1,0,0));
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		}
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#endif
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		ProcessChildShape(childShape,index);
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	}
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};
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void btCompoundCollisionAlgorithm::processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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	const btCollisionObjectWrapper* colObjWrap = m_isSwapped? body1Wrap : body0Wrap;
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	const btCollisionObjectWrapper* otherObjWrap = m_isSwapped? body0Wrap : body1Wrap;
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	btAssert (colObjWrap->getCollisionShape()->isCompound());
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	const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(colObjWrap->getCollisionShape());
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	///btCompoundShape might have changed:
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	////make sure the internal child collision algorithm caches are still valid
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	if (compoundShape->getUpdateRevision() != m_compoundShapeRevision)
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	{
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		///clear and update all
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		removeChildAlgorithms();
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		preallocateChildAlgorithms(body0Wrap,body1Wrap);
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		m_compoundShapeRevision = compoundShape->getUpdateRevision();
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	}
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    if (m_childCollisionAlgorithms.size()==0)
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        return;
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	const btDbvt* tree = compoundShape->getDynamicAabbTree();
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	//use a dynamic aabb tree to cull potential child-overlaps
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	btCompoundLeafCallback  callback(colObjWrap,otherObjWrap,m_dispatcher,dispatchInfo,resultOut,&m_childCollisionAlgorithms[0],m_sharedManifold);
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	///we need to refresh all contact manifolds
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	///note that we should actually recursively traverse all children, btCompoundShape can nested more then 1 level deep
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	///so we should add a 'refreshManifolds' in the btCollisionAlgorithm
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	{
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		int i;
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		manifoldArray.resize(0);
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		for (i=0;i<m_childCollisionAlgorithms.size();i++)
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		{
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			if (m_childCollisionAlgorithms[i])
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			{
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				m_childCollisionAlgorithms[i]->getAllContactManifolds(manifoldArray);
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				for (int m=0;m<manifoldArray.size();m++)
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				{
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					if (manifoldArray[m]->getNumContacts())
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					{
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						resultOut->setPersistentManifold(manifoldArray[m]);
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						resultOut->refreshContactPoints();
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						resultOut->setPersistentManifold(0);//??necessary?
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					}
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				}
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				manifoldArray.resize(0);
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			}
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		}
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	}
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	if (tree)
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	{
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		btVector3 localAabbMin,localAabbMax;
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		btTransform otherInCompoundSpace;
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		otherInCompoundSpace = colObjWrap->getWorldTransform().inverse() * otherObjWrap->getWorldTransform();
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		otherObjWrap->getCollisionShape()->getAabb(otherInCompoundSpace,localAabbMin,localAabbMax);
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		btVector3 extraExtends(resultOut->m_closestPointDistanceThreshold, resultOut->m_closestPointDistanceThreshold, resultOut->m_closestPointDistanceThreshold);
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		localAabbMin -= extraExtends;
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		localAabbMax += extraExtends;
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		const ATTRIBUTE_ALIGNED16(btDbvtVolume)	bounds=btDbvtVolume::FromMM(localAabbMin,localAabbMax);
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		//process all children, that overlap with  the given AABB bounds
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		tree->collideTVNoStackAlloc(tree->m_root,bounds,stack2,callback);
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	} else
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	{
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		//iterate over all children, perform an AABB check inside ProcessChildShape
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		int numChildren = m_childCollisionAlgorithms.size();
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		int i;
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		for (i=0;i<numChildren;i++)
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		{
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			callback.ProcessChildShape(compoundShape->getChildShape(i),i);
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		}
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	}
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	{
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				//iterate over all children, perform an AABB check inside ProcessChildShape
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		int numChildren = m_childCollisionAlgorithms.size();
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		int i;
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		manifoldArray.resize(0);
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        const btCollisionShape* childShape = 0;
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        btTransform	orgTrans;
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        btTransform	newChildWorldTrans;
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        btVector3 aabbMin0,aabbMax0,aabbMin1,aabbMax1;        
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		for (i=0;i<numChildren;i++)
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		{
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			if (m_childCollisionAlgorithms[i])
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			{
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				childShape = compoundShape->getChildShape(i);
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			//if not longer overlapping, remove the algorithm
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				orgTrans = colObjWrap->getWorldTransform();
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				const btTransform& childTrans = compoundShape->getChildTransform(i);
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                newChildWorldTrans = orgTrans*childTrans ;
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				//perform an AABB check first
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				childShape->getAabb(newChildWorldTrans,aabbMin0,aabbMax0);
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				otherObjWrap->getCollisionShape()->getAabb(otherObjWrap->getWorldTransform(),aabbMin1,aabbMax1);
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				if (!TestAabbAgainstAabb2(aabbMin0,aabbMax0,aabbMin1,aabbMax1))
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				{
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					m_childCollisionAlgorithms[i]->~btCollisionAlgorithm();
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					m_dispatcher->freeCollisionAlgorithm(m_childCollisionAlgorithms[i]);
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					m_childCollisionAlgorithms[i] = 0;
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				}
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			}
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		}
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	}
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}
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btScalar	btCompoundCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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	btAssert(0);
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	//needs to be fixed, using btCollisionObjectWrapper and NOT modifying internal data structures
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	btCollisionObject* colObj = m_isSwapped? body1 : body0;
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	btCollisionObject* otherObj = m_isSwapped? body0 : body1;
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	btAssert (colObj->getCollisionShape()->isCompound());
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	btCompoundShape* compoundShape = static_cast<btCompoundShape*>(colObj->getCollisionShape());
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	//We will use the OptimizedBVH, AABB tree to cull potential child-overlaps
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	//If both proxies are Compound, we will deal with that directly, by performing sequential/parallel tree traversals
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	//given Proxy0 and Proxy1, if both have a tree, Tree0 and Tree1, this means:
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	//determine overlapping nodes of Proxy1 using Proxy0 AABB against Tree1
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	//then use each overlapping node AABB against Tree0
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	//and vise versa.
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	btScalar hitFraction = btScalar(1.);
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	int numChildren = m_childCollisionAlgorithms.size();
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	int i;
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    btTransform	orgTrans;
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    btScalar frac;
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	for (i=0;i<numChildren;i++)
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	{
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		//btCollisionShape* childShape = compoundShape->getChildShape(i);
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		//backup
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        orgTrans = colObj->getWorldTransform();
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		const btTransform& childTrans = compoundShape->getChildTransform(i);
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		//btTransform	newChildWorldTrans = orgTrans*childTrans ;
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		colObj->setWorldTransform( orgTrans*childTrans );
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		//btCollisionShape* tmpShape = colObj->getCollisionShape();
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		//colObj->internalSetTemporaryCollisionShape( childShape );
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        frac = m_childCollisionAlgorithms[i]->calculateTimeOfImpact(colObj,otherObj,dispatchInfo,resultOut);
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		if (frac<hitFraction)
 | 
						|
		{
 | 
						|
			hitFraction = frac;
 | 
						|
		}
 | 
						|
		//revert back
 | 
						|
		//colObj->internalSetTemporaryCollisionShape( tmpShape);
 | 
						|
		colObj->setWorldTransform( orgTrans);
 | 
						|
	}
 | 
						|
	return hitFraction;
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 |