82 lines
3.5 KiB
C++
82 lines
3.5 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.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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Experimental Buoyancy fluid demo written by John McCutchan
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*/
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#ifndef HF_FLUID_RIGID_COLLISION_ALGORITHM_H
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#define HF_FLUID_RIGID_COLLISION_ALGORITHM_H
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#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
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#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
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#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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#include "BulletCollision/CollisionShapes/btTriangleCallback.h"
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#include "BulletCollision/CollisionDispatch/btConvexConcaveCollisionAlgorithm.h"
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#include "LinearMath/btVector3.h"
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class btHfFluid;
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///experimental buyancy fluid demo
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/// btHfFluidRigidCollisionAlgorithm provides collision detection between btHfFluid and btRigidBody
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class btHfFluidRigidCollisionAlgorithm : public btCollisionAlgorithm
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{
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btPersistentManifold* m_manifoldPtr;
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btHfFluid* m_hfFluid;
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btCollisionObject* m_rigidCollisionObject;
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///for rigid versus fluid (instead of fluid versus rigid), we use this swapped boolean
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bool m_isSwapped;
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btConvexTriangleCallback m_convexTrianglecallback;
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void processGround (const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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void applyFluidFriction (btScalar mu, btScalar submerged_percentage);
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btScalar processFluid (const btDispatcherInfo& dispatchInfo, btScalar density, btScalar floatyness);
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public:
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btHfFluidRigidCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1, bool isSwapped);
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virtual ~btHfFluidRigidCollisionAlgorithm();
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virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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virtual void getAllContactManifolds(btManifoldArray& manifoldArray)
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{
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manifoldArray.push_back (m_manifoldPtr);
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}
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struct CreateFunc :public btCollisionAlgorithmCreateFunc
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{
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virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
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{
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void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btHfFluidRigidCollisionAlgorithm));
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if (!m_swapped)
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{
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return new(mem) btHfFluidRigidCollisionAlgorithm(ci,body0,body1,false);
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} else
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{
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return new(mem) btHfFluidRigidCollisionAlgorithm(ci,body0,body1,true);
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}
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}
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};
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};
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#endif //HF_FLUID_RIGID_COLLISION_ALGORITHM_H
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