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)
This commit is contained in:
ejcoumans
2006-09-25 08:58:57 +00:00
parent 86f5b09623
commit 0e04cfc806
398 changed files with 4135 additions and 7019 deletions

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//Bullet Continuous Collision Detection and Physics Library
//Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
//
// AxisSweep3
//
// Copyright (c) 2006 Simon Hobbs
//
// 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.
//
// 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:
//
// 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.
//
// 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
#include "btAxisSweep3.h"
#include <assert.h>
BroadphaseProxy* AxisSweep3::CreateProxy( const SimdVector3& min, const SimdVector3& max,int shapeType,void* userPtr,short int collisionFilterGroup,short int collisionFilterMask)
{
unsigned short handleId = AddHandle(min,max, userPtr,collisionFilterGroup,collisionFilterMask);
Handle* handle = GetHandle(handleId);
return handle;
}
void AxisSweep3::DestroyProxy(BroadphaseProxy* proxy)
{
Handle* handle = static_cast<Handle*>(proxy);
RemoveHandle(handle->m_handleId);
}
void AxisSweep3::SetAabb(BroadphaseProxy* proxy,const SimdVector3& aabbMin,const SimdVector3& aabbMax)
{
Handle* handle = static_cast<Handle*>(proxy);
UpdateHandle(handle->m_handleId,aabbMin,aabbMax);
}
AxisSweep3::AxisSweep3(const SimdPoint3& worldAabbMin,const SimdPoint3& worldAabbMax, int maxHandles)
:OverlappingPairCache()
{
//assert(bounds.HasVolume());
// 1 handle is reserved as sentinel
assert(maxHandles > 1 && maxHandles < 32767);
// init bounds
m_worldAabbMin = worldAabbMin;
m_worldAabbMax = worldAabbMax;
SimdVector3 aabbSize = m_worldAabbMax - m_worldAabbMin;
m_quantize = SimdVector3(65535.0f,65535.0f,65535.0f) / aabbSize;
// allocate handles buffer and put all handles on free list
m_pHandles = new Handle[maxHandles];
m_maxHandles = maxHandles;
m_numHandles = 0;
// handle 0 is reserved as the null index, and is also used as the sentinel
m_firstFreeHandle = 1;
{
for (int i = m_firstFreeHandle; i < maxHandles; i++)
m_pHandles[i].SetNextFree(i + 1);
m_pHandles[maxHandles - 1].SetNextFree(0);
}
{
// allocate edge buffers
for (int i = 0; i < 3; i++)
m_pEdges[i] = new Edge[maxHandles * 2];
}
//removed overlap management
// make boundary sentinels
m_pHandles[0].m_clientObject = 0;
for (int axis = 0; axis < 3; axis++)
{
m_pHandles[0].m_minEdges[axis] = 0;
m_pHandles[0].m_maxEdges[axis] = 1;
m_pEdges[axis][0].m_pos = 0;
m_pEdges[axis][0].m_handle = 0;
m_pEdges[axis][1].m_pos = 0xffff;
m_pEdges[axis][1].m_handle = 0;
}
}
AxisSweep3::~AxisSweep3()
{
for (int i = 2; i >= 0; i--)
delete[] m_pEdges[i];
delete[] m_pHandles;
}
void AxisSweep3::Quantize(unsigned short* out, const SimdPoint3& point, int isMax) const
{
SimdPoint3 clampedPoint(point);
/*
if (isMax)
clampedPoint += SimdVector3(10,10,10);
else
{
clampedPoint -= SimdVector3(10,10,10);
}
*/
clampedPoint.setMax(m_worldAabbMin);
clampedPoint.setMin(m_worldAabbMax);
SimdVector3 v = (clampedPoint - m_worldAabbMin) * m_quantize;
out[0] = (unsigned short)(((int)v.getX() & 0xfffc) | isMax);
out[1] = (unsigned short)(((int)v.getY() & 0xfffc) | isMax);
out[2] = (unsigned short)(((int)v.getZ() & 0xfffc) | isMax);
}
unsigned short AxisSweep3::AllocHandle()
{
assert(m_firstFreeHandle);
unsigned short handle = m_firstFreeHandle;
m_firstFreeHandle = GetHandle(handle)->GetNextFree();
m_numHandles++;
return handle;
}
void AxisSweep3::FreeHandle(unsigned short handle)
{
assert(handle > 0 && handle < m_maxHandles);
GetHandle(handle)->SetNextFree(m_firstFreeHandle);
m_firstFreeHandle = handle;
m_numHandles--;
}
unsigned short AxisSweep3::AddHandle(const SimdPoint3& aabbMin,const SimdPoint3& aabbMax, void* pOwner,short int collisionFilterGroup,short int collisionFilterMask)
{
// quantize the bounds
unsigned short min[3], max[3];
Quantize(min, aabbMin, 0);
Quantize(max, aabbMax, 1);
// allocate a handle
unsigned short handle = AllocHandle();
assert(handle!= 0xcdcd);
Handle* pHandle = GetHandle(handle);
pHandle->m_handleId = handle;
//pHandle->m_pOverlaps = 0;
pHandle->m_clientObject = pOwner;
pHandle->m_collisionFilterGroup = collisionFilterGroup;
pHandle->m_collisionFilterMask = collisionFilterMask;
// compute current limit of edge arrays
int limit = m_numHandles * 2;
// insert new edges just inside the max boundary edge
for (int axis = 0; axis < 3; axis++)
{
m_pHandles[0].m_maxEdges[axis] += 2;
m_pEdges[axis][limit + 1] = m_pEdges[axis][limit - 1];
m_pEdges[axis][limit - 1].m_pos = min[axis];
m_pEdges[axis][limit - 1].m_handle = handle;
m_pEdges[axis][limit].m_pos = max[axis];
m_pEdges[axis][limit].m_handle = handle;
pHandle->m_minEdges[axis] = limit - 1;
pHandle->m_maxEdges[axis] = limit;
}
// now sort the new edges to their correct position
SortMinDown(0, pHandle->m_minEdges[0], false);
SortMaxDown(0, pHandle->m_maxEdges[0], false);
SortMinDown(1, pHandle->m_minEdges[1], false);
SortMaxDown(1, pHandle->m_maxEdges[1], false);
SortMinDown(2, pHandle->m_minEdges[2], true);
SortMaxDown(2, pHandle->m_maxEdges[2], true);
//PrintAxis(1);
return handle;
}
void AxisSweep3::RemoveHandle(unsigned short handle)
{
Handle* pHandle = GetHandle(handle);
//explicitly remove the pairs containing the proxy
//we could do it also in the SortMinUp (passing true)
//todo: compare performance
RemoveOverlappingPairsContainingProxy(pHandle);
// compute current limit of edge arrays
int limit = m_numHandles * 2;
int axis;
for (axis = 0;axis<3;axis++)
{
Edge* pEdges = m_pEdges[axis];
int maxEdge= pHandle->m_maxEdges[axis];
pEdges[maxEdge].m_pos = 0xffff;
int minEdge = pHandle->m_minEdges[axis];
pEdges[minEdge].m_pos = 0xffff;
}
// remove the edges by sorting them up to the end of the list
for ( axis = 0; axis < 3; axis++)
{
Edge* pEdges = m_pEdges[axis];
int max = pHandle->m_maxEdges[axis];
pEdges[max].m_pos = 0xffff;
SortMaxUp(axis,max,false);
int i = pHandle->m_minEdges[axis];
pEdges[i].m_pos = 0xffff;
SortMinUp(axis,i,false);
pEdges[limit-1].m_handle = 0;
pEdges[limit-1].m_pos = 0xffff;
}
// free the handle
FreeHandle(handle);
}
bool AxisSweep3::TestOverlap(int ignoreAxis,const Handle* pHandleA, const Handle* pHandleB)
{
//optimization 1: check the array index (memory address), instead of the m_pos
for (int axis = 0; axis < 3; axis++)
{
if (axis != ignoreAxis)
{
if (pHandleA->m_maxEdges[axis] < pHandleB->m_minEdges[axis] ||
pHandleB->m_maxEdges[axis] < pHandleA->m_minEdges[axis])
{
return false;
}
}
}
//optimization 2: only 2 axis need to be tested
/*for (int axis = 0; axis < 3; axis++)
{
if (m_pEdges[axis][pHandleA->m_maxEdges[axis]].m_pos < m_pEdges[axis][pHandleB->m_minEdges[axis]].m_pos ||
m_pEdges[axis][pHandleB->m_maxEdges[axis]].m_pos < m_pEdges[axis][pHandleA->m_minEdges[axis]].m_pos)
{
return false;
}
}
*/
return true;
}
void AxisSweep3::UpdateHandle(unsigned short handle, const SimdPoint3& aabbMin,const SimdPoint3& aabbMax)
{
// assert(bounds.IsFinite());
//assert(bounds.HasVolume());
Handle* pHandle = GetHandle(handle);
// quantize the new bounds
unsigned short min[3], max[3];
Quantize(min, aabbMin, 0);
Quantize(max, aabbMax, 1);
// update changed edges
for (int axis = 0; axis < 3; axis++)
{
unsigned short emin = pHandle->m_minEdges[axis];
unsigned short emax = pHandle->m_maxEdges[axis];
int dmin = (int)min[axis] - (int)m_pEdges[axis][emin].m_pos;
int dmax = (int)max[axis] - (int)m_pEdges[axis][emax].m_pos;
m_pEdges[axis][emin].m_pos = min[axis];
m_pEdges[axis][emax].m_pos = max[axis];
// expand (only adds overlaps)
if (dmin < 0)
SortMinDown(axis, emin);
if (dmax > 0)
SortMaxUp(axis, emax);
// shrink (only removes overlaps)
if (dmin > 0)
SortMinUp(axis, emin);
if (dmax < 0)
SortMaxDown(axis, emax);
}
//PrintAxis(1);
}
// sorting a min edge downwards can only ever *add* overlaps
void AxisSweep3::SortMinDown(int axis, unsigned short edge, bool updateOverlaps)
{
Edge* pEdge = m_pEdges[axis] + edge;
Edge* pPrev = pEdge - 1;
Handle* pHandleEdge = GetHandle(pEdge->m_handle);
while (pEdge->m_pos < pPrev->m_pos)
{
Handle* pHandlePrev = GetHandle(pPrev->m_handle);
if (pPrev->IsMax())
{
// if previous edge is a maximum check the bounds and add an overlap if necessary
if (updateOverlaps && TestOverlap(axis,pHandleEdge, pHandlePrev))
{
AddOverlappingPair(pHandleEdge,pHandlePrev);
//AddOverlap(pEdge->m_handle, pPrev->m_handle);
}
// update edge reference in other handle
pHandlePrev->m_maxEdges[axis]++;
}
else
pHandlePrev->m_minEdges[axis]++;
pHandleEdge->m_minEdges[axis]--;
// swap the edges
Edge swap = *pEdge;
*pEdge = *pPrev;
*pPrev = swap;
// decrement
pEdge--;
pPrev--;
}
}
// sorting a min edge upwards can only ever *remove* overlaps
void AxisSweep3::SortMinUp(int axis, unsigned short edge, bool updateOverlaps)
{
Edge* pEdge = m_pEdges[axis] + edge;
Edge* pNext = pEdge + 1;
Handle* pHandleEdge = GetHandle(pEdge->m_handle);
while (pEdge->m_pos > pNext->m_pos)
{
Handle* pHandleNext = GetHandle(pNext->m_handle);
if (pNext->IsMax())
{
// if next edge is maximum remove any overlap between the two handles
if (updateOverlaps)
{
Handle* handle0 = GetHandle(pEdge->m_handle);
Handle* handle1 = GetHandle(pNext->m_handle);
BroadphasePair tmpPair(*handle0,*handle1);
RemoveOverlappingPair(tmpPair);
}
// update edge reference in other handle
pHandleNext->m_maxEdges[axis]--;
}
else
pHandleNext->m_minEdges[axis]--;
pHandleEdge->m_minEdges[axis]++;
// swap the edges
Edge swap = *pEdge;
*pEdge = *pNext;
*pNext = swap;
// increment
pEdge++;
pNext++;
}
}
// sorting a max edge downwards can only ever *remove* overlaps
void AxisSweep3::SortMaxDown(int axis, unsigned short edge, bool updateOverlaps)
{
Edge* pEdge = m_pEdges[axis] + edge;
Edge* pPrev = pEdge - 1;
Handle* pHandleEdge = GetHandle(pEdge->m_handle);
while (pEdge->m_pos < pPrev->m_pos)
{
Handle* pHandlePrev = GetHandle(pPrev->m_handle);
if (!pPrev->IsMax())
{
// if previous edge was a minimum remove any overlap between the two handles
if (updateOverlaps)
{
Handle* handle0 = GetHandle(pEdge->m_handle);
Handle* handle1 = GetHandle(pPrev->m_handle);
BroadphasePair* pair = FindPair(handle0,handle1);
//assert(pair);
if (pair)
{
RemoveOverlappingPair(*pair);
}
}
// update edge reference in other handle
pHandlePrev->m_minEdges[axis]++;;
}
else
pHandlePrev->m_maxEdges[axis]++;
pHandleEdge->m_maxEdges[axis]--;
// swap the edges
Edge swap = *pEdge;
*pEdge = *pPrev;
*pPrev = swap;
// decrement
pEdge--;
pPrev--;
}
}
// sorting a max edge upwards can only ever *add* overlaps
void AxisSweep3::SortMaxUp(int axis, unsigned short edge, bool updateOverlaps)
{
Edge* pEdge = m_pEdges[axis] + edge;
Edge* pNext = pEdge + 1;
Handle* pHandleEdge = GetHandle(pEdge->m_handle);
while (pEdge->m_pos > pNext->m_pos)
{
Handle* pHandleNext = GetHandle(pNext->m_handle);
if (!pNext->IsMax())
{
// if next edge is a minimum check the bounds and add an overlap if necessary
if (updateOverlaps && TestOverlap(axis, pHandleEdge, pHandleNext))
{
Handle* handle0 = GetHandle(pEdge->m_handle);
Handle* handle1 = GetHandle(pNext->m_handle);
AddOverlappingPair(handle0,handle1);
}
// update edge reference in other handle
pHandleNext->m_minEdges[axis]--;
}
else
pHandleNext->m_maxEdges[axis]--;
pHandleEdge->m_maxEdges[axis]++;
// swap the edges
Edge swap = *pEdge;
*pEdge = *pNext;
*pNext = swap;
// increment
pEdge++;
pNext++;
}
}