Files
bullet3/Demos/HeightFieldFluidDemo/BulletHfFluid/btHfFluidRigidCollisionAlgorithm.h
erwin.coumans 73b217fb07 Apple contribution for OSX SSE and iOS NEON optimizations unit tests, thanks to Jordan Hubbard, Ian Ollmann and Hristo Hristov.
For OSX:
cd build
./premake_osx xcode4
for iOS:
cd build
./ios_build.sh
./ios_run.sh

Also integrated the branches/StackAllocation to make it easier to multi-thread collision detection in the near future. It avoids changing the btCollisionObject while performing collision detection.

As this is a large patch, some stuff might be temporarily broken, I'll keep an eye out on issues.
2012-06-07 00:56:30 +00:00

82 lines
3.6 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.com
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.
Experimental Buoyancy fluid demo written by John McCutchan
*/
#ifndef HF_FLUID_RIGID_COLLISION_ALGORITHM_H
#define HF_FLUID_RIGID_COLLISION_ALGORITHM_H
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
#include "BulletCollision/CollisionShapes/btTriangleCallback.h"
#include "BulletCollision/CollisionDispatch/btConvexConcaveCollisionAlgorithm.h"
#include "LinearMath/btVector3.h"
class btHfFluid;
///experimental buyancy fluid demo
/// btHfFluidRigidCollisionAlgorithm provides collision detection between btHfFluid and btRigidBody
class btHfFluidRigidCollisionAlgorithm : public btCollisionAlgorithm
{
btPersistentManifold* m_manifoldPtr;
const btHfFluid* m_hfFluid;
const btCollisionObject* m_rigidCollisionObject;
///for rigid versus fluid (instead of fluid versus rigid), we use this swapped boolean
bool m_isSwapped;
btConvexTriangleCallback m_convexTrianglecallback;
void processGround (const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
void applyFluidFriction (btScalar mu, btScalar submerged_percentage);
btScalar processFluid (const btDispatcherInfo& dispatchInfo, btScalar density, btScalar floatyness);
public:
btHfFluidRigidCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* col0Wrap,const btCollisionObjectWrapper* col1Wrap, bool isSwapped);
virtual ~btHfFluidRigidCollisionAlgorithm();
virtual void processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
virtual void getAllContactManifolds(btManifoldArray& manifoldArray)
{
manifoldArray.push_back (m_manifoldPtr);
}
struct CreateFunc :public btCollisionAlgorithmCreateFunc
{
virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap)
{
void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btHfFluidRigidCollisionAlgorithm));
if (!m_swapped)
{
return new(mem) btHfFluidRigidCollisionAlgorithm(ci,body0Wrap,body1Wrap,false);
} else
{
return new(mem) btHfFluidRigidCollisionAlgorithm(ci,body0Wrap,body1Wrap,true);
}
}
};
};
#endif //HF_FLUID_RIGID_COLLISION_ALGORITHM_H