forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			381 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			381 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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								#ifndef GIM_TRI_COLLISION_H_INCLUDED
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								#define GIM_TRI_COLLISION_H_INCLUDED
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								/*! \file gim_tri_collision.h
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								\author Francisco Leon Najera
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								*/
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								/*
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								-----------------------------------------------------------------------------
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								This source file is part of GIMPACT Library.
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								For the latest info, see http://gimpact.sourceforge.net/
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								Copyright (c) 2006 Francisco Leon Najera. C.C. 80087371.
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								email: projectileman@yahoo.com
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								 This library is free software; you can redistribute it and/or
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								 modify it under the terms of EITHER:
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								   (1) The GNU Lesser General Public License as published by the Free
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								       Software Foundation; either version 2.1 of the License, or (at
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								       your option) any later version. The text of the GNU Lesser
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								       General Public License is included with this library in the
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								       file GIMPACT-LICENSE-LGPL.TXT.
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								   (2) The BSD-style license that is included with this library in
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								       the file GIMPACT-LICENSE-BSD.TXT.
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								   (3) The zlib/libpng license that is included with this library in
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								       the file GIMPACT-LICENSE-ZLIB.TXT.
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								 This library is distributed in the hope that it will be useful,
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								 but WITHOUT ANY WARRANTY; without even the implied warranty of
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								 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
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								 GIMPACT-LICENSE-LGPL.TXT, GIMPACT-LICENSE-ZLIB.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
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								-----------------------------------------------------------------------------
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								*/
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								#include "gim_box_collision.h"
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								#include "gim_clip_polygon.h"
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								#ifndef MAX_TRI_CLIPPING
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								#define MAX_TRI_CLIPPING 16
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								#endif
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								//! Structure for collision
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								struct GIM_TRIANGLE_CONTACT_DATA
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								{
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								    GREAL m_penetration_depth;
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								    GUINT m_point_count;
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								    btVector4 m_separating_normal;
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								    btVector3 m_points[MAX_TRI_CLIPPING];
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									SIMD_FORCE_INLINE void copy_from(const GIM_TRIANGLE_CONTACT_DATA& other)
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									{
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										m_penetration_depth = other.m_penetration_depth;
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										m_separating_normal = other.m_separating_normal;
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										m_point_count = other.m_point_count;
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										GUINT i = m_point_count;
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										while(i--)
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										{
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											m_points[i] = other.m_points[i];
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										}
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									}
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									GIM_TRIANGLE_CONTACT_DATA()
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									{
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									}
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									GIM_TRIANGLE_CONTACT_DATA(const GIM_TRIANGLE_CONTACT_DATA& other)
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									{
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										copy_from(other);
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									}
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								    //! classify points that are closer
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								    template<typename DISTANCE_FUNC,typename CLASS_PLANE>
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								    SIMD_FORCE_INLINE void mergepoints_generic(const CLASS_PLANE & plane,
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								    				GREAL margin, const btVector3 * points, GUINT point_count, DISTANCE_FUNC distance_func)
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								    {	
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								    	m_point_count = 0;
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								    	m_penetration_depth= -1000.0f;
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										GUINT point_indices[MAX_TRI_CLIPPING];
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										GUINT _k;
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										for(_k=0;_k<point_count;_k++)
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										{
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											GREAL _dist = -distance_func(plane,points[_k]) + margin;
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											if(_dist>=0.0f)
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											{
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												if(_dist>m_penetration_depth)
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												{
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													m_penetration_depth = _dist;
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													point_indices[0] = _k;
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													m_point_count=1;
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												}
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												else if((_dist+G_EPSILON)>=m_penetration_depth)
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												{
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													point_indices[m_point_count] = _k;
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													m_point_count++;
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												}
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											}
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										}
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										for( _k=0;_k<m_point_count;_k++)
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										{
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											m_points[_k] = points[point_indices[_k]];
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										}
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									}
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									//! classify points that are closer
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									SIMD_FORCE_INLINE void merge_points(const btVector4 & plane, GREAL margin,
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																		 const btVector3 * points, GUINT point_count)
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									{
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										m_separating_normal = plane;
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										mergepoints_generic(plane, margin, points, point_count, DISTANCE_PLANE_3D_FUNC());
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									}
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								};
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								//! Class for colliding triangles
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								class GIM_TRIANGLE
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								{
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								public:
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									btScalar m_margin;
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								    btVector3 m_vertices[3];
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								    GIM_TRIANGLE():m_margin(0.1f)
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								    {
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								    }
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								    SIMD_FORCE_INLINE GIM_AABB get_box()  const
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								    {
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								    	return GIM_AABB(m_vertices[0],m_vertices[1],m_vertices[2],m_margin);
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								    }
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								    SIMD_FORCE_INLINE void get_normal(btVector3 &normal)  const
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								    {
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								    	TRIANGLE_NORMAL(m_vertices[0],m_vertices[1],m_vertices[2],normal);
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								    }
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								    SIMD_FORCE_INLINE void get_plane(btVector4 &plane)  const
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								    {
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								    	TRIANGLE_PLANE(m_vertices[0],m_vertices[1],m_vertices[2],plane);;
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								    }
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								    SIMD_FORCE_INLINE void apply_transform(const btTransform & trans)
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								    {
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								    	m_vertices[0] = trans(m_vertices[0]);
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								    	m_vertices[1] = trans(m_vertices[1]);
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								    	m_vertices[2] = trans(m_vertices[2]);
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								    }
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								    SIMD_FORCE_INLINE void get_edge_plane(GUINT edge_index,const btVector3 &triangle_normal,btVector4 &plane)  const
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								    {
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										const btVector3 & e0 = m_vertices[edge_index];
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										const btVector3 & e1 = m_vertices[(edge_index+1)%3];
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										EDGE_PLANE(e0,e1,triangle_normal,plane);
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								    }
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								    //! Gets the relative transformation of this triangle
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								    /*!
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								    The transformation is oriented to the triangle normal , and aligned to the 1st edge of this triangle. The position corresponds to vertice 0:
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								    - triangle normal corresponds to Z axis.
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								    - 1st normalized edge corresponds to X axis,
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								    */
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								    SIMD_FORCE_INLINE void get_triangle_transform(btTransform & triangle_transform)  const
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								    {
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								    	btMatrix3x3 & matrix = triangle_transform.getBasis();
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								    	btVector3 zaxis;
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								    	get_normal(zaxis);
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								    	MAT_SET_Z(matrix,zaxis);
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								    	btVector3 xaxis = m_vertices[1] - m_vertices[0];
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								    	VEC_NORMALIZE(xaxis);
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								    	MAT_SET_X(matrix,xaxis);
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								    	//y axis
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								    	xaxis = zaxis.cross(xaxis);
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								    	MAT_SET_Y(matrix,xaxis);
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								    	triangle_transform.setOrigin(m_vertices[0]);
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								    }
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									//! Test triangles by finding separating axis
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									/*!
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									\param other Triangle for collide
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									\param contact_data Structure for holding contact points, normal and penetration depth; The normal is pointing toward this triangle from the other triangle
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									*/
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									bool collide_triangle_hard_test(
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										const GIM_TRIANGLE & other,
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										GIM_TRIANGLE_CONTACT_DATA & contact_data) const;
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									//! Test boxes before doing hard test
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									/*!
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									\param other Triangle for collide
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									\param contact_data Structure for holding contact points, normal and penetration depth; The normal is pointing toward this triangle from the other triangle
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									\
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									*/
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									SIMD_FORCE_INLINE bool collide_triangle(
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										const GIM_TRIANGLE & other,
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										GIM_TRIANGLE_CONTACT_DATA & contact_data) const
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									{
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										//test box collisioin
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										GIM_AABB boxu(m_vertices[0],m_vertices[1],m_vertices[2],m_margin);
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										GIM_AABB boxv(other.m_vertices[0],other.m_vertices[1],other.m_vertices[2],other.m_margin);
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										if(!boxu.has_collision(boxv)) return false;
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										//do hard test
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										return collide_triangle_hard_test(other,contact_data);
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									}
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									/*!
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									Solve the System for u,v parameters:
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									u*axe1[i1] + v*axe2[i1] = vecproj[i1]
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									u*axe1[i2] + v*axe2[i2] = vecproj[i2]
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									sustitute:
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									v = (vecproj[i2] - u*axe1[i2])/axe2[i2]
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									then the first equation in terms of 'u':
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									--> u*axe1[i1] + ((vecproj[i2] - u*axe1[i2])/axe2[i2])*axe2[i1] = vecproj[i1]
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									--> u*axe1[i1] + vecproj[i2]*axe2[i1]/axe2[i2] - u*axe1[i2]*axe2[i1]/axe2[i2] = vecproj[i1]
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									--> u*(axe1[i1]  - axe1[i2]*axe2[i1]/axe2[i2]) = vecproj[i1] - vecproj[i2]*axe2[i1]/axe2[i2]
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									--> u*((axe1[i1]*axe2[i2]  - axe1[i2]*axe2[i1])/axe2[i2]) = (vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1])/axe2[i2]
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									--> u*(axe1[i1]*axe2[i2]  - axe1[i2]*axe2[i1]) = vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1]
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									--> u = (vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1]) /(axe1[i1]*axe2[i2]  - axe1[i2]*axe2[i1])
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								if 0.0<= u+v <=1.0 then they are inside of triangle
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									\return false if the point is outside of triangle.This function  doesn't take the margin
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									*/
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									SIMD_FORCE_INLINE bool get_uv_parameters(
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											const btVector3 & point,
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											const btVector3 & tri_plane,
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											GREAL & u, GREAL & v) const
							 | 
						||
| 
								 | 
							
									{
							 | 
						||
| 
								 | 
							
										btVector3 _axe1 = m_vertices[1]-m_vertices[0];
							 | 
						||
| 
								 | 
							
										btVector3 _axe2 = m_vertices[2]-m_vertices[0];
							 | 
						||
| 
								 | 
							
										btVector3 _vecproj = point - m_vertices[0];
							 | 
						||
| 
								 | 
							
										GUINT _i1 = (tri_plane.closestAxis()+1)%3;
							 | 
						||
| 
								 | 
							
										GUINT _i2 = (_i1+1)%3;
							 | 
						||
| 
								 | 
							
										if(btFabs(_axe2[_i2])<G_EPSILON)
							 | 
						||
| 
								 | 
							
										{
							 | 
						||
| 
								 | 
							
											u = (_vecproj[_i2]*_axe2[_i1] - _vecproj[_i1]*_axe2[_i2]) /(_axe1[_i2]*_axe2[_i1]  - _axe1[_i1]*_axe2[_i2]);
							 | 
						||
| 
								 | 
							
											v = (_vecproj[_i1] - u*_axe1[_i1])/_axe2[_i1];
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										else
							 | 
						||
| 
								 | 
							
										{
							 | 
						||
| 
								 | 
							
											u = (_vecproj[_i1]*_axe2[_i2] - _vecproj[_i2]*_axe2[_i1]) /(_axe1[_i1]*_axe2[_i2]  - _axe1[_i2]*_axe2[_i1]);
							 | 
						||
| 
								 | 
							
											v = (_vecproj[_i2] - u*_axe1[_i2])/_axe2[_i2];
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if(u<-G_EPSILON)
							 | 
						||
| 
								 | 
							
										{
							 | 
						||
| 
								 | 
							
											return false;
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										else if(v<-G_EPSILON)
							 | 
						||
| 
								 | 
							
										{
							 | 
						||
| 
								 | 
							
											return false;
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										else
							 | 
						||
| 
								 | 
							
										{
							 | 
						||
| 
								 | 
							
											btScalar sumuv;
							 | 
						||
| 
								 | 
							
											sumuv = u+v;
							 | 
						||
| 
								 | 
							
											if(sumuv<-G_EPSILON)
							 | 
						||
| 
								 | 
							
											{
							 | 
						||
| 
								 | 
							
												return false;
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
											else if(sumuv-1.0f>G_EPSILON)
							 | 
						||
| 
								 | 
							
											{
							 | 
						||
| 
								 | 
							
												return false;
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										return true;
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									//! is point in triangle beam?
							 | 
						||
| 
								 | 
							
									/*!
							 | 
						||
| 
								 | 
							
									Test if point is in triangle, with m_margin tolerance
							 | 
						||
| 
								 | 
							
									*/
							 | 
						||
| 
								 | 
							
									SIMD_FORCE_INLINE bool is_point_inside(const btVector3 & point, const btVector3 & tri_normal) const
							 | 
						||
| 
								 | 
							
									{
							 | 
						||
| 
								 | 
							
										//Test with edge 0
							 | 
						||
| 
								 | 
							
										btVector4 edge_plane;
							 | 
						||
| 
								 | 
							
										this->get_edge_plane(0,tri_normal,edge_plane);
							 | 
						||
| 
								 | 
							
										GREAL dist = DISTANCE_PLANE_POINT(edge_plane,point);
							 | 
						||
| 
								 | 
							
										if(dist-m_margin>0.0f) return false; // outside plane
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this->get_edge_plane(1,tri_normal,edge_plane);
							 | 
						||
| 
								 | 
							
										dist = DISTANCE_PLANE_POINT(edge_plane,point);
							 | 
						||
| 
								 | 
							
										if(dist-m_margin>0.0f) return false; // outside plane
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this->get_edge_plane(2,tri_normal,edge_plane);
							 | 
						||
| 
								 | 
							
										dist = DISTANCE_PLANE_POINT(edge_plane,point);
							 | 
						||
| 
								 | 
							
										if(dist-m_margin>0.0f) return false; // outside plane
							 | 
						||
| 
								 | 
							
										return true;
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									//! Bidireccional ray collision
							 | 
						||
| 
								 | 
							
									SIMD_FORCE_INLINE bool ray_collision(
							 | 
						||
| 
								 | 
							
										const btVector3 & vPoint,
							 | 
						||
| 
								 | 
							
										const btVector3 & vDir, btVector3 & pout, btVector3 & triangle_normal,
							 | 
						||
| 
								 | 
							
										GREAL & tparam, GREAL tmax = G_REAL_INFINITY)
							 | 
						||
| 
								 | 
							
									{
							 | 
						||
| 
								 | 
							
										btVector4 faceplane;
							 | 
						||
| 
								 | 
							
										{
							 | 
						||
| 
								 | 
							
											btVector3 dif1 = m_vertices[1] - m_vertices[0];
							 | 
						||
| 
								 | 
							
											btVector3 dif2 = m_vertices[2] - m_vertices[0];
							 | 
						||
| 
								 | 
							
								    		VEC_CROSS(faceplane,dif1,dif2);
							 | 
						||
| 
								 | 
							
								    		faceplane[3] = m_vertices[0].dot(faceplane);
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										GUINT res = LINE_PLANE_COLLISION(faceplane,vDir,vPoint,pout,tparam, btScalar(0), tmax);
							 | 
						||
| 
								 | 
							
										if(res == 0) return false;
							 | 
						||
| 
								 | 
							
										if(! is_point_inside(pout,faceplane)) return false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if(res==2) //invert normal
							 | 
						||
| 
								 | 
							
										{
							 | 
						||
| 
								 | 
							
											triangle_normal.setValue(-faceplane[0],-faceplane[1],-faceplane[2]);
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										else
							 | 
						||
| 
								 | 
							
										{
							 | 
						||
| 
								 | 
							
											triangle_normal.setValue(faceplane[0],faceplane[1],faceplane[2]);
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										VEC_NORMALIZE(triangle_normal);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return true;
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									//! one direccion ray collision
							 | 
						||
| 
								 | 
							
									SIMD_FORCE_INLINE bool ray_collision_front_side(
							 | 
						||
| 
								 | 
							
										const btVector3 & vPoint,
							 | 
						||
| 
								 | 
							
										const btVector3 & vDir, btVector3 & pout, btVector3 & triangle_normal,
							 | 
						||
| 
								 | 
							
										GREAL & tparam, GREAL tmax = G_REAL_INFINITY)
							 | 
						||
| 
								 | 
							
									{
							 | 
						||
| 
								 | 
							
										btVector4 faceplane;
							 | 
						||
| 
								 | 
							
										{
							 | 
						||
| 
								 | 
							
											btVector3 dif1 = m_vertices[1] - m_vertices[0];
							 | 
						||
| 
								 | 
							
											btVector3 dif2 = m_vertices[2] - m_vertices[0];
							 | 
						||
| 
								 | 
							
								    		VEC_CROSS(faceplane,dif1,dif2);
							 | 
						||
| 
								 | 
							
								    		faceplane[3] = m_vertices[0].dot(faceplane);
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										GUINT res = LINE_PLANE_COLLISION(faceplane,vDir,vPoint,pout,tparam, btScalar(0), tmax);
							 | 
						||
| 
								 | 
							
										if(res != 1) return false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if(!is_point_inside(pout,faceplane)) return false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										triangle_normal.setValue(faceplane[0],faceplane[1],faceplane[2]);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										VEC_NORMALIZE(triangle_normal);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return true;
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif // GIM_TRI_COLLISION_H_INCLUDED
							 |