moved Extras/BulletMultiThreaded to src/BulletMultiThreaded (build systems will be updated soon)
217 lines
4.8 KiB
C
217 lines
4.8 KiB
C
#ifndef BT_BASIC_GEOMETRY_OPERATIONS_H_INCLUDED
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#define BT_BASIC_GEOMETRY_OPERATIONS_H_INCLUDED
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/*! \file btGeometryOperations.h
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*\author Francisco Len Nßjera
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*/
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/*
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This source file is part of GIMPACT Library.
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For the latest info, see http://gimpact.sourceforge.net/
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Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
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email: projectileman@yahoo.com
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This software is provided 'as-is', without any express or implied warranty.
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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,
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including commercial applications, and to alter it and redistribute it freely,
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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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*/
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#include "btBoxCollision.h"
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/*! \defgroup GEOMETRIC_OPERATIONS
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*/
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//! @{
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#define PLANEDIREPSILON 0.0000001f
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#define PARALELENORMALS 0.000001f
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#define BT_CLAMP(number,minval,maxval) (number<minval?minval:(number>maxval?maxval:number))
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/// Calc a plane from a triangle edge an a normal. plane is a vec4f
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SIMD_FORCE_INLINE void bt_edge_plane(const btVector3 & e1,const btVector3 & e2, const btVector3 & normal,btVector4 & plane)
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{
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btVector3 planenormal = (e2-e1).cross(normal);
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planenormal.normalize();
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plane.setValue(planenormal[0],planenormal[1],planenormal[2],e2.dot(planenormal));
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}
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//***************** SEGMENT and LINE FUNCTIONS **********************************///
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/*! Finds the closest point(cp) to (v) on a segment (e1,e2)
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*/
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SIMD_FORCE_INLINE void bt_closest_point_on_segment(
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btVector3 & cp, const btVector3 & v,
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const btVector3 &e1,const btVector3 &e2)
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{
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btVector3 n = e2-e1;
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cp = v - e1;
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btScalar _scalar = cp.dot(n)/n.dot(n);
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if(_scalar <0.0f)
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{
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cp = e1;
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}
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else if(_scalar >1.0f)
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{
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cp = e2;
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}
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else
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{
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cp = _scalar*n + e1;
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}
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}
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//! line plane collision
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/*!
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*\return
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-0 if the ray never intersects
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-1 if the ray collides in front
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-2 if the ray collides in back
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*/
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SIMD_FORCE_INLINE int bt_line_plane_collision(
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const btVector4 & plane,
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const btVector3 & vDir,
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const btVector3 & vPoint,
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btVector3 & pout,
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btScalar &tparam,
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btScalar tmin, btScalar tmax)
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{
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btScalar _dotdir = vDir.dot(plane);
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if(btFabs(_dotdir)<PLANEDIREPSILON)
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{
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tparam = tmax;
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return 0;
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}
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btScalar _dis = bt_distance_point_plane(plane,vPoint);
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char returnvalue = _dis<0.0f? 2:1;
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tparam = -_dis/_dotdir;
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if(tparam<tmin)
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{
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returnvalue = 0;
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tparam = tmin;
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}
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else if(tparam>tmax)
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{
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returnvalue = 0;
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tparam = tmax;
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}
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pout = tparam*vDir + vPoint;
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return returnvalue;
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}
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//! Find closest points on segments
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SIMD_FORCE_INLINE void bt_segment_collision(
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const btVector3 & vA1,
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const btVector3 & vA2,
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const btVector3 & vB1,
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const btVector3 & vB2,
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btVector3 & vPointA,
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btVector3 & vPointB)
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{
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btVector3 AD = vA2 - vA1;
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btVector3 BD = vB2 - vB1;
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btVector3 N = AD.cross(BD);
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btScalar tp = N.length2();
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btVector4 _M;//plane
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if(tp<SIMD_EPSILON)//ARE PARALELE
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{
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//project B over A
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bool invert_b_order = false;
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_M[0] = vB1.dot(AD);
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_M[1] = vB2.dot(AD);
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if(_M[0]>_M[1])
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{
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invert_b_order = true;
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BT_SWAP_NUMBERS(_M[0],_M[1]);
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}
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_M[2] = vA1.dot(AD);
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_M[3] = vA2.dot(AD);
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//mid points
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N[0] = (_M[0]+_M[1])*0.5f;
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N[1] = (_M[2]+_M[3])*0.5f;
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if(N[0]<N[1])
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{
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if(_M[1]<_M[2])
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{
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vPointB = invert_b_order?vB1:vB2;
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vPointA = vA1;
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}
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else if(_M[1]<_M[3])
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{
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vPointB = invert_b_order?vB1:vB2;
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bt_closest_point_on_segment(vPointA,vPointB,vA1,vA2);
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}
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else
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{
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vPointA = vA2;
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bt_closest_point_on_segment(vPointB,vPointA,vB1,vB2);
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}
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}
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else
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{
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if(_M[3]<_M[0])
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{
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vPointB = invert_b_order?vB2:vB1;
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vPointA = vA2;
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}
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else if(_M[3]<_M[1])
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{
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vPointA = vA2;
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bt_closest_point_on_segment(vPointB,vPointA,vB1,vB2);
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}
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else
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{
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vPointB = invert_b_order?vB1:vB2;
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bt_closest_point_on_segment(vPointA,vPointB,vA1,vA2);
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}
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}
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return;
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}
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N = N.cross(BD);
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_M.setValue(N[0],N[1],N[2],vB1.dot(N));
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// get point A as the plane collision point
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bt_line_plane_collision(_M,AD,vA1,vPointA,tp,btScalar(0), btScalar(1));
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/*Closest point on segment*/
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vPointB = vPointA - vB1;
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tp = vPointB.dot(BD);
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tp/= BD.dot(BD);
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tp = BT_CLAMP(tp,0.0f,1.0f);
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vPointB = tp*BD + vB1;
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}
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//! @}
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#endif // GIM_VECTOR_H_INCLUDED
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