110 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			110 lines
		
	
	
		
			4.7 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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| #ifndef BT_CONVEX_CONVEX_ALGORITHM_H
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| #define BT_CONVEX_CONVEX_ALGORITHM_H
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| 
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| #include "btActivatingCollisionAlgorithm.h"
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| #include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
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| #include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
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| #include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
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| #include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
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| #include "btCollisionCreateFunc.h"
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| #include "btCollisionDispatcher.h"
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| #include "LinearMath/btTransformUtil.h" //for btConvexSeparatingDistanceUtil
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| #include "BulletCollision/NarrowPhaseCollision/btPolyhedralContactClipping.h"
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| 
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| class btConvexPenetrationDepthSolver;
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| 
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| ///Enabling USE_SEPDISTANCE_UTIL2 requires 100% reliable distance computation. However, when using large size ratios GJK can be imprecise
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| ///so the distance is not conservative. In that case, enabling this USE_SEPDISTANCE_UTIL2 would result in failing/missing collisions.
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| ///Either improve GJK for large size ratios (testing a 100 units versus a 0.1 unit object) or only enable the util
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| ///for certain pairs that have a small size ratio
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| 
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| //#define USE_SEPDISTANCE_UTIL2 1
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| 
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| ///The convexConvexAlgorithm collision algorithm implements time of impact, convex closest points and penetration depth calculations between two convex objects.
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| ///Multiple contact points are calculated by perturbing the orientation of the smallest object orthogonal to the separating normal.
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| ///This idea was described by Gino van den Bergen in this forum topic http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=4&t=288&p=888#p888
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| class btConvexConvexAlgorithm : public btActivatingCollisionAlgorithm
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| {
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| #ifdef USE_SEPDISTANCE_UTIL2
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| 	btConvexSeparatingDistanceUtil	m_sepDistance;
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| #endif
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| 	btConvexPenetrationDepthSolver* m_pdSolver;
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| 
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| 	btVertexArray worldVertsB1;
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| 	btVertexArray worldVertsB2;
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| 	
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| 	bool	m_ownManifold;
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| 	btPersistentManifold*	m_manifoldPtr;
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| 	bool			m_lowLevelOfDetail;
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| 	
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| 	int m_numPerturbationIterations;
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| 	int m_minimumPointsPerturbationThreshold;
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| 
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| 
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| 	///cache separating vector to speedup collision detection
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| 	
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| 
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| public:
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| 
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| 	btConvexConvexAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap, btConvexPenetrationDepthSolver* pdSolver, int numPerturbationIterations, int minimumPointsPerturbationThreshold);
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| 
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| 	virtual ~btConvexConvexAlgorithm();
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| 
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| 	virtual void processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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| 
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| 	virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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| 
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| 	virtual	void	getAllContactManifolds(btManifoldArray&	manifoldArray)
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| 	{
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| 		///should we use m_ownManifold to avoid adding duplicates?
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| 		if (m_manifoldPtr && m_ownManifold)
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| 			manifoldArray.push_back(m_manifoldPtr);
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| 	}
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| 
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| 
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| 	void	setLowLevelOfDetail(bool useLowLevel);
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| 
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| 
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| 	const btPersistentManifold*	getManifold()
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| 	{
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| 		return m_manifoldPtr;
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| 	}
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| 
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| 	struct CreateFunc :public 	btCollisionAlgorithmCreateFunc
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| 	{
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| 
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| 		btConvexPenetrationDepthSolver*		m_pdSolver;
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| 		int m_numPerturbationIterations;
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| 		int m_minimumPointsPerturbationThreshold;
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| 
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| 		CreateFunc(btConvexPenetrationDepthSolver* pdSolver);
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| 		
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| 		virtual ~CreateFunc();
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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(btConvexConvexAlgorithm));
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| 			return new(mem) btConvexConvexAlgorithm(ci.m_manifold,ci,body0Wrap,body1Wrap,m_pdSolver,m_numPerturbationIterations,m_minimumPointsPerturbationThreshold);
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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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| #endif //BT_CONVEX_CONVEX_ALGORITHM_H
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