First stage in refactoring Bullet: moved Bullet Collision and Dynamics and LinearMath into src folder, and all files in Collision Detection and Dynamics have bt prefix.
Made all buildsystems to work again (jam, msvc, cmake)
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Extras/SATConvexCollision/Geometry.cpp
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229
Extras/SATConvexCollision/Geometry.cpp
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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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// Geometry.cpp
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//
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// Copyright (c) 2006 Simon Hobbs
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// This software is provided 'as-is', without any express or implied warranty. 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, including commercial applications, and to alter it and redistribute it freely, 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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///for now this is windows only, Intel SSE SIMD intrinsics
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#ifdef WIN32
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#if _MSC_VER >= 1310
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#include "Geometry.h"
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#include "Maths.h"
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#include <assert.h>
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////////////////////////////////////////////////////////////////////////////////
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// Line
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////////////////////////////////////////////////////////////////////////////////
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// Ray
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// returns false if the lines are parallel
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// t1 and t2 are set to the times of the nearest points on each line
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bool Intersect(const Line& la, const Line& lb, float& ta, float& tb)
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{
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Vector3 ea = la.m_end - la.m_start;
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Vector3 eb = lb.m_end - lb.m_start;
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Vector3 u = la.m_start - lb.m_start;
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float a = Dot(ea, ea);
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float b = Dot(ea, eb);
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float c = Dot(eb, eb);
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float d = Dot(ea, u);
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float e = Dot(eb, u);
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float det = (a * c - b * b);
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if (Abs(det) < 0.001f)
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return false;
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float invDet = RcpNr(det);
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ta = (b * e - c * d) * invDet;
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tb = (a * e - b * d) * invDet;
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return true;
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}
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bool IntersectSegments(const Line& la, const Line& lb, float& ta, float& tb)
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{
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Vector3 ea = la.m_end - la.m_start;
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Vector3 eb = lb.m_end - lb.m_start;
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Vector3 u = la.m_start - lb.m_start;
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float a = Dot(ea, ea);
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float b = Dot(ea, eb);
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float c = Dot(eb, eb);
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float d = Dot(ea, u);
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float e = Dot(eb, u);
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float det = (a * c - b * b);
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if (Abs(det) < 0.001f)
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return false;
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float numa = (b * e - c * d);
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float numb = (a * e - b * d);
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// clip a
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float dena = det, denb = det;
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if (numa < 0.0f)
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{
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numa = 0.0f;
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numb = e;
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denb = c;
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}
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else if (numa > det)
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{
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numa = det;
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numb = e + b;
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denb = c;
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}
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else
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denb = det;
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// clip b
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if (numb < 0.0f)
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{
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numb = 0.0f;
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if (-d < 0.0f)
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{
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numa = 0.0f;
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}
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else if (-d > a)
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{
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numa = dena;
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}
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else
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{
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numa = -d;
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dena = a;
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}
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}
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else if (numb > denb)
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{
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numb = denb;
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if ((-d + b) < 0.0f)
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{
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numa = 0.0f;
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}
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else if ((-d + b) > a)
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{
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numa = dena;
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}
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else
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{
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numa = -d + b;
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dena = a;
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}
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}
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// compute the times
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ta = numa / dena;
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tb = numb / denb;
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return true;
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}
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// returns intersection of 2 rays or nearest point to it
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// t1 and t2 are set to the times of the nearest points on each ray (not clamped to ray though)
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// asserts if rays are parallel
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bool Intersect(const Ray& ra, const Ray& rb, float& ta, float& tb)
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{
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Vector3 u = ra.m_start - rb.m_start;
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Scalar a = Dot(ra.m_dir, ra.m_dir);
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Scalar b = Dot(ra.m_dir, rb.m_dir);
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Scalar c = Dot(rb.m_dir, rb.m_dir);
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Scalar d = Dot(ra.m_dir, u);
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Scalar e = Dot(rb.m_dir, u);
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Scalar det = (a * c - b * b);
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if (Abs(det) < 0.001f)
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return false;
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Scalar invDet = RcpNr(det);
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ta = (b * e - c * d) * invDet;
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tb = (a * e - b * d) * invDet;
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return true;
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}
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////////////////////////////////////////////////////////////////////////////////
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// Plane
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bool Plane::IsFinite() const
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{
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if (IsNan(GetX()) || IsNan(GetY()) || IsNan(GetZ()) || IsNan(GetW()))
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return false;
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return true;
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}
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////////////////////////////////////////////////////////////////////////////////
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// Bounds3 - axis aligned bounding box
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Bounds3::OriginTag Bounds3::Origin;
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Bounds3::EmptyTag Bounds3::Empty;
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bool Bounds3::Intersect(const Ray& ray, float& tnear, float& tfar) const
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{
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Vector3 rcpDir = RcpNr(ray.m_dir);
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Vector3 v1 = (m_min - ray.m_start) * rcpDir;
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Vector3 v2 = (m_max - ray.m_start) * rcpDir;
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Vector3 vmin = Min(v1, v2);
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Vector3 vmax = Max(v1, v2);
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Scalar snear = MaxComp(vmin);
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// handle ray being parallel to any axis
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// (most rays don't need this)
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if (IsNan(snear))
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{
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int inside = (ray.m_start >= m_min) & (ray.m_start <= m_max);
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for (int i = 0; i < 3; i++)
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{
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if (IsNan(rcpDir.Get(i)))
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{
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if ((inside & (1 << i)) == 0)
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return false;
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vmin.Set(i, Scalar::Consts::MinValue);
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vmax.Set(i, Scalar::Consts::MaxValue);
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}
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}
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snear = MaxComp(vmin);
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}
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tnear = snear;
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tfar = MinComp(vmax);
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if (tnear > tfar)
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return false;
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if (tfar < 0.0f)
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return false;
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return true;
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}
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////////////////////////////////////////////////////////////////////////////////
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// OrientedBounds3 - oriented bounding box
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#endif
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#endif //WIN32
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