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      1 /*! \file btGImpactShape.h
      2 \author Francisco Leon Najera
      3 */
      4 /*
      5 This source file is part of GIMPACT Library.
      6 
      7 For the latest info, see http://gimpact.sourceforge.net/
      8 
      9 Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
     10 email: projectileman (at) yahoo.com
     11 
     12 
     13 This software is provided 'as-is', without any express or implied warranty.
     14 In no event will the authors be held liable for any damages arising from the use of this software.
     15 Permission is granted to anyone to use this software for any purpose,
     16 including commercial applications, and to alter it and redistribute it freely,
     17 subject to the following restrictions:
     18 
     19 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.
     20 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
     21 3. This notice may not be removed or altered from any source distribution.
     22 */
     23 
     24 
     25 #ifndef GIMPACT_TRIANGLE_SHAPE_EX_H
     26 #define GIMPACT_TRIANGLE_SHAPE_EX_H
     27 
     28 #include "BulletCollision/CollisionShapes/btCollisionShape.h"
     29 #include "BulletCollision/CollisionShapes/btTriangleShape.h"
     30 #include "btBoxCollision.h"
     31 #include "btClipPolygon.h"
     32 #include "btGeometryOperations.h"
     33 
     34 
     35 #define MAX_TRI_CLIPPING 16
     36 
     37 //! Structure for collision
     38 struct GIM_TRIANGLE_CONTACT
     39 {
     40     btScalar m_penetration_depth;
     41     int m_point_count;
     42     btVector4 m_separating_normal;
     43     btVector3 m_points[MAX_TRI_CLIPPING];
     44 
     45 	SIMD_FORCE_INLINE void copy_from(const GIM_TRIANGLE_CONTACT& other)
     46 	{
     47 		m_penetration_depth = other.m_penetration_depth;
     48 		m_separating_normal = other.m_separating_normal;
     49 		m_point_count = other.m_point_count;
     50 		int i = m_point_count;
     51 		while(i--)
     52 		{
     53 			m_points[i] = other.m_points[i];
     54 		}
     55 	}
     56 
     57 	GIM_TRIANGLE_CONTACT()
     58 	{
     59 	}
     60 
     61 	GIM_TRIANGLE_CONTACT(const GIM_TRIANGLE_CONTACT& other)
     62 	{
     63 		copy_from(other);
     64 	}
     65 
     66     //! classify points that are closer
     67     void merge_points(const btVector4 & plane,
     68     				btScalar margin, const btVector3 * points, int point_count);
     69 
     70 };
     71 
     72 
     73 
     74 class btPrimitiveTriangle
     75 {
     76 public:
     77 	btVector3 m_vertices[3];
     78 	btVector4 m_plane;
     79 	btScalar m_margin;
     80 	btScalar m_dummy;
     81 	btPrimitiveTriangle():m_margin(0.01f)
     82 	{
     83 
     84 	}
     85 
     86 
     87 	SIMD_FORCE_INLINE void buildTriPlane()
     88 	{
     89 		btVector3 normal = (m_vertices[1]-m_vertices[0]).cross(m_vertices[2]-m_vertices[0]);
     90 		normal.normalize();
     91 		m_plane.setValue(normal[0],normal[1],normal[2],m_vertices[0].dot(normal));
     92 	}
     93 
     94 	//! Test if triangles could collide
     95 	bool overlap_test_conservative(const btPrimitiveTriangle& other);
     96 
     97 	//! Calcs the plane which is paralele to the edge and perpendicular to the triangle plane
     98 	/*!
     99 	\pre this triangle must have its plane calculated.
    100 	*/
    101 	SIMD_FORCE_INLINE void get_edge_plane(int edge_index, btVector4 &plane)  const
    102     {
    103 		const btVector3 & e0 = m_vertices[edge_index];
    104 		const btVector3 & e1 = m_vertices[(edge_index+1)%3];
    105 		bt_edge_plane(e0,e1,m_plane,plane);
    106     }
    107 
    108     void applyTransform(const btTransform& t)
    109 	{
    110 		m_vertices[0] = t(m_vertices[0]);
    111 		m_vertices[1] = t(m_vertices[1]);
    112 		m_vertices[2] = t(m_vertices[2]);
    113 	}
    114 
    115 	//! Clips the triangle against this
    116 	/*!
    117 	\pre clipped_points must have MAX_TRI_CLIPPING size, and this triangle must have its plane calculated.
    118 	\return the number of clipped points
    119 	*/
    120     int clip_triangle(btPrimitiveTriangle & other, btVector3 * clipped_points );
    121 
    122 	//! Find collision using the clipping method
    123 	/*!
    124 	\pre this triangle and other must have their triangles calculated
    125 	*/
    126     bool find_triangle_collision_clip_method(btPrimitiveTriangle & other, GIM_TRIANGLE_CONTACT & contacts);
    127 };
    128 
    129 
    130 
    131 //! Helper class for colliding Bullet Triangle Shapes
    132 /*!
    133 This class implements a better getAabb method than the previous btTriangleShape class
    134 */
    135 class btTriangleShapeEx: public btTriangleShape
    136 {
    137 public:
    138 
    139 	btTriangleShapeEx():btTriangleShape(btVector3(0,0,0),btVector3(0,0,0),btVector3(0,0,0))
    140 	{
    141 	}
    142 
    143 	btTriangleShapeEx(const btVector3& p0,const btVector3& p1,const btVector3& p2):	btTriangleShape(p0,p1,p2)
    144 	{
    145 	}
    146 
    147 	btTriangleShapeEx(const btTriangleShapeEx & other):	btTriangleShape(other.m_vertices1[0],other.m_vertices1[1],other.m_vertices1[2])
    148 	{
    149 	}
    150 
    151 	virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax)const
    152 	{
    153 		btVector3 tv0 = t(m_vertices1[0]);
    154 		btVector3 tv1 = t(m_vertices1[1]);
    155 		btVector3 tv2 = t(m_vertices1[2]);
    156 
    157 		btAABB trianglebox(tv0,tv1,tv2,m_collisionMargin);
    158 		aabbMin = trianglebox.m_min;
    159 		aabbMax = trianglebox.m_max;
    160 	}
    161 
    162 	void applyTransform(const btTransform& t)
    163 	{
    164 		m_vertices1[0] = t(m_vertices1[0]);
    165 		m_vertices1[1] = t(m_vertices1[1]);
    166 		m_vertices1[2] = t(m_vertices1[2]);
    167 	}
    168 
    169 	SIMD_FORCE_INLINE void buildTriPlane(btVector4 & plane) const
    170 	{
    171 		btVector3 normal = (m_vertices1[1]-m_vertices1[0]).cross(m_vertices1[2]-m_vertices1[0]);
    172 		normal.normalize();
    173 		plane.setValue(normal[0],normal[1],normal[2],m_vertices1[0].dot(normal));
    174 	}
    175 
    176 	bool overlap_test_conservative(const btTriangleShapeEx& other);
    177 };
    178 
    179 
    180 #endif //GIMPACT_TRIANGLE_MESH_SHAPE_H
    181