Contribution to add optional double precision floating point support. Define BT_USE_DOUBLE_PRECISION for all involved libraries/apps.
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@@ -13,6 +13,7 @@ subject to the following restrictions:
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "LinearMath/btScalar.h"
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#include "SphereTriangleDetector.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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@@ -32,9 +33,9 @@ void SphereTriangleDetector::getClosestPoints(const ClosestPointInput& input,Res
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const btTransform& transformB = input.m_transformB;
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btVector3 point,normal;
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btScalar timeOfImpact = 1.f;
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btScalar depth = 0.f;
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// output.m_distance = 1e30f;
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btScalar timeOfImpact = btScalar(1.);
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btScalar depth = btScalar(0.);
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// output.m_distance = btScalar(1e30);
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//move sphere into triangle space
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btTransform sphereInTr = transformB.inverseTimes(transformA);
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@@ -45,19 +46,19 @@ void SphereTriangleDetector::getClosestPoints(const ClosestPointInput& input,Res
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}
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#define MAX_OVERLAP 0.f
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#define MAX_OVERLAP btScalar(0.)
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// See also geometrictools.com
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// Basic idea: D = |p - (lo + t0*lv)| where t0 = lv . (p - lo) / lv . lv
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float SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest) {
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btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest) {
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btVector3 diff = p - from;
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btVector3 v = to - from;
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float t = v.dot(diff);
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btScalar t = v.dot(diff);
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if (t > 0) {
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float dotVV = v.dot(v);
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btScalar dotVV = v.dot(v);
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if (t < dotVV) {
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t /= dotVV;
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diff -= t*v;
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@@ -80,7 +81,7 @@ bool SphereTriangleDetector::facecontains(const btVector3 &p,const btVector3* ve
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}
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///combined discrete/continuous sphere-triangle
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bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, float &timeOfImpact)
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bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact)
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{
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const btVector3* vertices = &m_triangle->getVertexPtr(0);
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@@ -92,25 +93,25 @@ bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &po
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btVector3 normal = (vertices[1]-vertices[0]).cross(vertices[2]-vertices[0]);
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normal.normalize();
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btVector3 p1ToCentre = c - vertices[0];
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float distanceFromPlane = p1ToCentre.dot(normal);
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btScalar distanceFromPlane = p1ToCentre.dot(normal);
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if (distanceFromPlane < 0.f)
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if (distanceFromPlane < btScalar(0.))
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{
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//triangle facing the other way
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distanceFromPlane *= -1.f;
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normal *= -1.f;
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distanceFromPlane *= btScalar(-1.);
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normal *= btScalar(-1.);
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}
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///todo: move this gContactBreakingThreshold into a proper structure
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extern float gContactBreakingThreshold;
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extern btScalar gContactBreakingThreshold;
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float contactMargin = gContactBreakingThreshold;
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btScalar contactMargin = gContactBreakingThreshold;
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bool isInsideContactPlane = distanceFromPlane < r + contactMargin;
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bool isInsideShellPlane = distanceFromPlane < r;
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float deltaDotNormal = delta.dot(normal);
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if (!isInsideShellPlane && deltaDotNormal >= 0.0f)
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btScalar deltaDotNormal = delta.dot(normal);
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if (!isInsideShellPlane && deltaDotNormal >= btScalar(0.0))
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return false;
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// Check for contact / intersection
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@@ -123,7 +124,7 @@ bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &po
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contactPoint = c - normal*distanceFromPlane;
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} else {
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// Could be inside one of the contact capsules
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float contactCapsuleRadiusSqr = (r + contactMargin) * (r + contactMargin);
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btScalar contactCapsuleRadiusSqr = (r + contactMargin) * (r + contactMargin);
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btVector3 nearestOnEdge;
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for (int i = 0; i < m_triangle->getNumEdges(); i++) {
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@@ -132,7 +133,7 @@ bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &po
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m_triangle->getEdge(i,pa,pb);
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float distanceSqr = SegmentSqrDistance(pa,pb,c, nearestOnEdge);
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btScalar distanceSqr = SegmentSqrDistance(pa,pb,c, nearestOnEdge);
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if (distanceSqr < contactCapsuleRadiusSqr) {
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// Yep, we're inside a capsule
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hasContact = true;
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@@ -145,9 +146,9 @@ bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &po
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if (hasContact) {
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btVector3 contactToCentre = c - contactPoint;
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float distanceSqr = contactToCentre.length2();
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btScalar distanceSqr = contactToCentre.length2();
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if (distanceSqr < (r - MAX_OVERLAP)*(r - MAX_OVERLAP)) {
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float distance = sqrtf(distanceSqr);
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btScalar distance = btSqrt(distanceSqr);
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if (1)
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{
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resultNormal = contactToCentre;
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@@ -158,12 +159,12 @@ bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &po
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return true;
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}
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if (delta.dot(contactToCentre) >= 0.0f)
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if (delta.dot(contactToCentre) >= btScalar(0.0))
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return false;
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// Moving towards the contact point -> collision
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point = contactPoint;
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timeOfImpact = 0.0f;
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timeOfImpact = btScalar(0.0);
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return true;
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}
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@@ -189,7 +190,7 @@ bool SphereTriangleDetector::pointInTriangle(const btVector3 vertices[], const b
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btVector3 edge2_normal( edge2.cross(normal));
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btVector3 edge3_normal( edge3.cross(normal));
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float r1, r2, r3;
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btScalar r1, r2, r3;
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r1 = edge1_normal.dot( p1_to_p );
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r2 = edge2_normal.dot( p2_to_p );
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r3 = edge3_normal.dot( p3_to_p );
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