179 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			179 lines
		
	
	
		
			5.9 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 <stdio.h>
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#include "BulletCollision/CollisionShapes/btConvexShape.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h"
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#include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
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#include "btRaycastCallback.h"
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btTriangleRaycastCallback::btTriangleRaycastCallback(const btVector3& from,const btVector3& to, unsigned int flags)
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	:
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	m_from(from),
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	m_to(to),
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   //@BP Mod
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   m_flags(flags),
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	m_hitFraction(btScalar(1.))
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{
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}
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void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId, int triangleIndex)
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{
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	const btVector3 &vert0=triangle[0];
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	const btVector3 &vert1=triangle[1];
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	const btVector3 &vert2=triangle[2];
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	btVector3 v10; v10 = vert1 - vert0 ;
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	btVector3 v20; v20 = vert2 - vert0 ;
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	btVector3 triangleNormal; triangleNormal = v10.cross( v20 );
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	const btScalar dist = vert0.dot(triangleNormal);
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	btScalar dist_a = triangleNormal.dot(m_from) ;
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	dist_a-= dist;
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	btScalar dist_b = triangleNormal.dot(m_to);
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	dist_b -= dist;
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	if ( dist_a * dist_b >= btScalar(0.0) )
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	{
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		return ; // same sign
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	}
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	if (((m_flags & kF_FilterBackfaces) != 0) && (dist_a <= btScalar(0.0)))
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	{
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		// Backface, skip check
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		return;
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	}
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	const btScalar proj_length=dist_a-dist_b;
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	const btScalar distance = (dist_a)/(proj_length);
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	// Now we have the intersection point on the plane, we'll see if it's inside the triangle
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	// Add an epsilon as a tolerance for the raycast,
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	// in case the ray hits exacly on the edge of the triangle.
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	// It must be scaled for the triangle size.
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	if(distance < m_hitFraction)
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	{
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		btScalar edge_tolerance =triangleNormal.length2();		
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		edge_tolerance *= btScalar(-0.0001);
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		btVector3 point; point.setInterpolate3( m_from, m_to, distance);
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		{
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			btVector3 v0p; v0p = vert0 - point;
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			btVector3 v1p; v1p = vert1 - point;
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			btVector3 cp0; cp0 = v0p.cross( v1p );
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			if ( (btScalar)(cp0.dot(triangleNormal)) >=edge_tolerance) 
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			{
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				btVector3 v2p; v2p = vert2 -  point;
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				btVector3 cp1;
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				cp1 = v1p.cross( v2p);
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				if ( (btScalar)(cp1.dot(triangleNormal)) >=edge_tolerance) 
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				{
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					btVector3 cp2;
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					cp2 = v2p.cross(v0p);
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					if ( (btScalar)(cp2.dot(triangleNormal)) >=edge_tolerance) 
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					{
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					  //@BP Mod
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					  // Triangle normal isn't normalized
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				      triangleNormal.normalize();
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					 //@BP Mod - Allow for unflipped normal when raycasting against backfaces
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						if (((m_flags & kF_KeepUnflippedNormal) == 0) && (dist_a <= btScalar(0.0)))
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						{
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							m_hitFraction = reportHit(-triangleNormal,distance,partId,triangleIndex);
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						}
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						else
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						{
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							m_hitFraction = reportHit(triangleNormal,distance,partId,triangleIndex);
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						}
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					}
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				}
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			}
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		}
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	}
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}
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btTriangleConvexcastCallback::btTriangleConvexcastCallback (const btConvexShape* convexShape, const btTransform& convexShapeFrom, const btTransform& convexShapeTo, const btTransform& triangleToWorld, const btScalar triangleCollisionMargin)
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{
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	m_convexShape = convexShape;
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	m_convexShapeFrom = convexShapeFrom;
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	m_convexShapeTo = convexShapeTo;
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	m_triangleToWorld = triangleToWorld;
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	m_hitFraction = 1.0f;
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	m_triangleCollisionMargin = triangleCollisionMargin;
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	m_allowedPenetration = 0.f;
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}
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void
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btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId, int triangleIndex)
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{
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	btTriangleShape triangleShape (triangle[0], triangle[1], triangle[2]);
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    triangleShape.setMargin(m_triangleCollisionMargin);
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	btVoronoiSimplexSolver	simplexSolver;
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	btGjkEpaPenetrationDepthSolver	gjkEpaPenetrationSolver;
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//#define  USE_SUBSIMPLEX_CONVEX_CAST 1
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//if you reenable USE_SUBSIMPLEX_CONVEX_CAST see commented out code below
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#ifdef USE_SUBSIMPLEX_CONVEX_CAST
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	btSubsimplexConvexCast convexCaster(m_convexShape, &triangleShape, &simplexSolver);
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#else
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	//btGjkConvexCast	convexCaster(m_convexShape,&triangleShape,&simplexSolver);
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	btContinuousConvexCollision convexCaster(m_convexShape,&triangleShape,&simplexSolver,&gjkEpaPenetrationSolver);
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#endif //#USE_SUBSIMPLEX_CONVEX_CAST
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	btConvexCast::CastResult castResult;
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	castResult.m_fraction = btScalar(1.);
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	castResult.m_allowedPenetration = m_allowedPenetration;
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	if (convexCaster.calcTimeOfImpact(m_convexShapeFrom,m_convexShapeTo,m_triangleToWorld, m_triangleToWorld, castResult))
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	{
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		//add hit
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		if (castResult.m_normal.length2() > btScalar(0.0001))
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		{					
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			if (castResult.m_fraction < m_hitFraction)
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			{
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/* btContinuousConvexCast's normal is already in world space */
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/*
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#ifdef USE_SUBSIMPLEX_CONVEX_CAST
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				//rotate normal into worldspace
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				castResult.m_normal = m_convexShapeFrom.getBasis() * castResult.m_normal;
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#endif //USE_SUBSIMPLEX_CONVEX_CAST
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*/
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				castResult.m_normal.normalize();
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				reportHit (castResult.m_normal,
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							castResult.m_hitPoint,
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							castResult.m_fraction,
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							partId,
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							triangleIndex);
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			}
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		}
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	}
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}
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