85 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			3.5 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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| 
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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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| 
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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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| 
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| 
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| #include "btSphereTriangleCollisionAlgorithm.h"
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| #include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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| #include "BulletCollision/CollisionShapes/btSphereShape.h"
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| #include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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| #include "SphereTriangleDetector.h"
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| #include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
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| 
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| btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,bool swapped)
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| : btActivatingCollisionAlgorithm(ci,body0Wrap,body1Wrap),
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| m_ownManifold(false),
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| m_manifoldPtr(mf),
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| m_swapped(swapped)
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| {
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| 	if (!m_manifoldPtr)
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| 	{
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| 		m_manifoldPtr = m_dispatcher->getNewManifold(body0Wrap->getCollisionObject(),body1Wrap->getCollisionObject());
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| 		m_ownManifold = true;
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| 	}
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| }
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| 
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| btSphereTriangleCollisionAlgorithm::~btSphereTriangleCollisionAlgorithm()
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| {
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| 	if (m_ownManifold)
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| 	{
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| 		if (m_manifoldPtr)
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| 			m_dispatcher->releaseManifold(m_manifoldPtr);
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| 	}
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| }
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| 
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| void btSphereTriangleCollisionAlgorithm::processCollision (const btCollisionObjectWrapper* col0Wrap,const btCollisionObjectWrapper* col1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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| {
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| 	if (!m_manifoldPtr)
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| 		return;
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| 
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| 	const btCollisionObjectWrapper* sphereObjWrap = m_swapped? col1Wrap : col0Wrap;
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| 	const btCollisionObjectWrapper* triObjWrap = m_swapped? col0Wrap : col1Wrap;
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| 
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| 	btSphereShape* sphere = (btSphereShape*)sphereObjWrap->getCollisionShape();
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| 	btTriangleShape* triangle = (btTriangleShape*)triObjWrap->getCollisionShape();
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| 	
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| 	/// report a contact. internally this will be kept persistent, and contact reduction is done
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| 	resultOut->setPersistentManifold(m_manifoldPtr);
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| 	SphereTriangleDetector detector(sphere,triangle, m_manifoldPtr->getContactBreakingThreshold()+ resultOut->m_closestPointDistanceThreshold);
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| 	
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| 	btDiscreteCollisionDetectorInterface::ClosestPointInput input;
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| 	input.m_maximumDistanceSquared = btScalar(BT_LARGE_FLOAT);///@todo: tighter bounds
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| 	input.m_transformA = sphereObjWrap->getWorldTransform();
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| 	input.m_transformB = triObjWrap->getWorldTransform();
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| 
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| 	bool swapResults = m_swapped;
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| 
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| 	detector.getClosestPoints(input,*resultOut,dispatchInfo.m_debugDraw,swapResults);
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| 
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| 	if (m_ownManifold)
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| 		resultOut->refreshContactPoints();
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| 	
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| }
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| 
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| btScalar btSphereTriangleCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* col0,btCollisionObject* col1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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| {
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| 	(void)resultOut;
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| 	(void)dispatchInfo;
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| 	(void)col0;
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| 	(void)col1;
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| 
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| 	//not yet
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| 	return btScalar(1.);
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| }
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