210 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			210 lines
		
	
	
		
			6.1 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 "LinearMath/btScalar.h"
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#include "SphereTriangleDetector.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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SphereTriangleDetector::SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle,btScalar contactBreakingThreshold)
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:m_sphere(sphere),
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m_triangle(triangle),
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m_contactBreakingThreshold(contactBreakingThreshold)
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{
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}
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void	SphereTriangleDetector::getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw,bool swapResults)
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{
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	(void)debugDraw;
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	const btTransform& transformA = input.m_transformA;
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	const btTransform& transformB = input.m_transformB;
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	btVector3 point,normal;
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	btScalar timeOfImpact = btScalar(1.);
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	btScalar depth = btScalar(0.);
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//	output.m_distance = btScalar(BT_LARGE_FLOAT);
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	//move sphere into triangle space
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	btTransform	sphereInTr = transformB.inverseTimes(transformA);
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	if (collide(sphereInTr.getOrigin(),point,normal,depth,timeOfImpact,m_contactBreakingThreshold))
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	{
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		if (swapResults)
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		{
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			btVector3 normalOnB = transformB.getBasis()*normal;
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			btVector3 normalOnA = -normalOnB;
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			btVector3 pointOnA = transformB*point+normalOnB*depth;
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			output.addContactPoint(normalOnA,pointOnA,depth);
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		} else
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		{
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			output.addContactPoint(transformB.getBasis()*normal,transformB*point,depth);
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		}
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	}
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}
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// See also geometrictools.com
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// Basic idea: D = |p - (lo + t0*lv)| where t0 = lv . (p - lo) / lv . lv
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btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest);
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btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest) {
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	btVector3 diff = p - from;
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	btVector3 v = to - from;
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	btScalar t = v.dot(diff);
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	if (t > 0) {
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		btScalar dotVV = v.dot(v);
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		if (t < dotVV) {
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			t /= dotVV;
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			diff -= t*v;
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		} else {
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			t = 1;
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			diff -= v;
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		}
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	} else
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		t = 0;
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	nearest = from + t*v;
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	return diff.dot(diff);	
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}
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bool SphereTriangleDetector::facecontains(const btVector3 &p,const btVector3* vertices,btVector3& normal)  {
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	btVector3 lp(p);
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	btVector3 lnormal(normal);
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	return pointInTriangle(vertices, lnormal, &lp);
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}
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bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact, btScalar contactBreakingThreshold)
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{
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	const btVector3* vertices = &m_triangle->getVertexPtr(0);
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	btScalar radius = m_sphere->getRadius();
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	btScalar radiusWithThreshold = radius + contactBreakingThreshold;
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	btVector3 normal = (vertices[1]-vertices[0]).cross(vertices[2]-vertices[0]);
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	btScalar l2 = normal.length2();
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	bool hasContact = false;
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	btVector3 contactPoint;
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	if (l2 >= SIMD_EPSILON*SIMD_EPSILON)
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	{
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		normal /= btSqrt(l2);
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		btVector3 p1ToCentre = sphereCenter - vertices[0];
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		btScalar distanceFromPlane = p1ToCentre.dot(normal);
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		if (distanceFromPlane < btScalar(0.))
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		{
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			//triangle facing the other way
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			distanceFromPlane *= btScalar(-1.);
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			normal *= btScalar(-1.);
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		}
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		bool isInsideContactPlane = distanceFromPlane < radiusWithThreshold;
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		// Check for contact / intersection
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		if (isInsideContactPlane) {
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			if (facecontains(sphereCenter, vertices, normal)) {
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				// Inside the contact wedge - touches a point on the shell plane
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				hasContact = true;
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				contactPoint = sphereCenter - normal*distanceFromPlane;
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			}
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			else {
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				// Could be inside one of the contact capsules
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				btScalar contactCapsuleRadiusSqr = radiusWithThreshold*radiusWithThreshold;
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				btVector3 nearestOnEdge;
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				for (int i = 0; i < m_triangle->getNumEdges(); i++) {
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					btVector3 pa;
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					btVector3 pb;
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					m_triangle->getEdge(i, pa, pb);
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					btScalar distanceSqr = SegmentSqrDistance(pa, pb, sphereCenter, nearestOnEdge);
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					if (distanceSqr < contactCapsuleRadiusSqr) {
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						// Yep, we're inside a capsule
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						hasContact = true;
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						contactPoint = nearestOnEdge;
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					}
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				}
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			}
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		}
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	}
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	if (hasContact) {
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		btVector3 contactToCentre = sphereCenter - contactPoint;
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		btScalar distanceSqr = contactToCentre.length2();
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		if (distanceSqr < radiusWithThreshold*radiusWithThreshold)
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		{
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			if (distanceSqr>SIMD_EPSILON)
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			{
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				btScalar distance = btSqrt(distanceSqr);
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				resultNormal = contactToCentre;
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				resultNormal.normalize();
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				point = contactPoint;
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				depth = -(radius-distance);
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			} else
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			{
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				resultNormal = normal;
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				point = contactPoint;
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				depth = -radius;
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			}
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			return true;
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		}
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	}
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	return false;
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}
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bool SphereTriangleDetector::pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p )
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{
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	const btVector3* p1 = &vertices[0];
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	const btVector3* p2 = &vertices[1];
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	const btVector3* p3 = &vertices[2];
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	btVector3 edge1( *p2 - *p1 );
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	btVector3 edge2( *p3 - *p2 );
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	btVector3 edge3( *p1 - *p3 );
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	btVector3 p1_to_p( *p - *p1 );
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	btVector3 p2_to_p( *p - *p2 );
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	btVector3 p3_to_p( *p - *p3 );
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	btVector3 edge1_normal( edge1.cross(normal));
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	btVector3 edge2_normal( edge2.cross(normal));
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	btVector3 edge3_normal( edge3.cross(normal));
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	btScalar r1, r2, r3;
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	r1 = edge1_normal.dot( p1_to_p );
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	r2 = edge2_normal.dot( p2_to_p );
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	r3 = edge3_normal.dot( p3_to_p );
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	if ( ( r1 > 0 && r2 > 0 && r3 > 0 ) ||
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	     ( r1 <= 0 && r2 <= 0 && r3 <= 0 ) )
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		return true;
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	return false;
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}
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