Add plNearestPoints, contribution from Blender
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@@ -163,9 +163,13 @@ extern "C" {
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/* Continuous Collision Detection API */
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// needed for source/blender/blenkernel/intern/collision.c
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double plNearestPoints(float p1[3], float p2[3], float p3[3], float q1[3], float q2[3], float q3[3], float *pa, float *pb, float normal[3]);
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#ifdef __cplusplus
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}
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#endif
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#endif //BULLET_C_API_H
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@@ -24,6 +24,27 @@ subject to the following restrictions:
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btAlignedAllocator.h"
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btScalar.h"
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#include "LinearMath/btMatrix3x3.h"
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#include "LinearMath/btTransform.h"
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#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
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#include "BulletCollision/NarrowPhaseCollision/btPointCollector.h"
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#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
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#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpa.h"
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#include "BulletCollision/CollisionShapes/btMinkowskiSumShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h"
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#include "BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h"
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#include "BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.h"
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#include "LinearMath/btStackAlloc.h"
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/*
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Create and Delete a Physics SDK
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*/
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@@ -308,3 +329,72 @@ void plGetOrientation(plRigidBodyHandle object,plQuaternion orientation)
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//plRigidBodyHandle plRayCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal);
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// extern plRigidBodyHandle plObjectCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal);
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double plNearestPoints(float p1[3], float p2[3], float p3[3], float q1[3], float q2[3], float q3[3], float *pa, float *pb, float normal[3])
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{
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btVector3 vp(p1[0], p1[1], p1[2]);
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btTriangleShape trishapeA(vp,
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btVector3(p2[0], p2[1], p2[2]),
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btVector3(p3[0], p3[1], p3[2]));
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trishapeA.setMargin(0.000001f);
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btVector3 vq(q1[0], q1[1], q1[2]);
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btTriangleShape trishapeB(vq,
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btVector3(q2[0], q2[1], q2[2]),
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btVector3(q3[0], q3[1], q3[2]));
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trishapeB.setMargin(0.000001f);
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// btVoronoiSimplexSolver sGjkSimplexSolver;
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// btGjkEpaPenetrationDepthSolver penSolverPtr;
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static btSimplexSolverInterface sGjkSimplexSolver;
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sGjkSimplexSolver.reset();
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static btGjkEpaPenetrationDepthSolver Solver0;
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static btMinkowskiPenetrationDepthSolver Solver1;
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btConvexPenetrationDepthSolver* Solver = NULL;
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Solver = &Solver1;
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btGjkPairDetector convexConvex(&trishapeA ,&trishapeB,&sGjkSimplexSolver,Solver);
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convexConvex.m_catchDegeneracies = 1;
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// btGjkPairDetector convexConvex(&trishapeA ,&trishapeB,&sGjkSimplexSolver,0);
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btPointCollector gjkOutput;
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btGjkPairDetector::ClosestPointInput input;
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btStackAlloc gStackAlloc(1024*1024*2);
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input.m_stackAlloc = &gStackAlloc;
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btTransform tr;
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tr.setIdentity();
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input.m_transformA = tr;
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input.m_transformB = tr;
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convexConvex.getClosestPoints(input, gjkOutput, 0);
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if (gjkOutput.m_hasResult)
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{
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pb[0] = pa[0] = gjkOutput.m_pointInWorld[0];
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pb[1] = pa[1] = gjkOutput.m_pointInWorld[1];
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pb[2] = pa[2] = gjkOutput.m_pointInWorld[2];
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pb[0]+= gjkOutput.m_normalOnBInWorld[0] * gjkOutput.m_distance;
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pb[1]+= gjkOutput.m_normalOnBInWorld[1] * gjkOutput.m_distance;
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pb[2]+= gjkOutput.m_normalOnBInWorld[2] * gjkOutput.m_distance;
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normal[0] = gjkOutput.m_normalOnBInWorld[0];
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normal[1] = gjkOutput.m_normalOnBInWorld[1];
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normal[2] = gjkOutput.m_normalOnBInWorld[2];
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return gjkOutput.m_distance;
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}
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return -1.0f;
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}
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