resetting manifest requested domain to floor
[platform/upstream/libbullet.git] / src / BulletCollision / Gimpact / btTriangleShapeEx.h
1 /*! \file btGImpactShape.h
2 \author Francisco Leon Najera
3 */
4 /*
5 This source file is part of GIMPACT Library.
6
7 For the latest info, see http://gimpact.sourceforge.net/
8
9 Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
10 email: projectileman@yahoo.com
11
12
13 This software is provided 'as-is', without any express or implied warranty.
14 In no event will the authors be held liable for any damages arising from the use of this software.
15 Permission is granted to anyone to use this software for any purpose,
16 including commercial applications, and to alter it and redistribute it freely,
17 subject to the following restrictions:
18
19 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.
20 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
21 3. This notice may not be removed or altered from any source distribution.
22 */
23
24
25 #ifndef GIMPACT_TRIANGLE_SHAPE_EX_H
26 #define GIMPACT_TRIANGLE_SHAPE_EX_H
27
28 #include "BulletCollision/CollisionShapes/btCollisionShape.h"
29 #include "BulletCollision/CollisionShapes/btTriangleShape.h"
30 #include "btBoxCollision.h"
31 #include "btClipPolygon.h"
32 #include "btGeometryOperations.h"
33
34
35 #define MAX_TRI_CLIPPING 16
36
37 //! Structure for collision
38 struct GIM_TRIANGLE_CONTACT
39 {
40     btScalar m_penetration_depth;
41     int m_point_count;
42     btVector4 m_separating_normal;
43     btVector3 m_points[MAX_TRI_CLIPPING];
44
45         SIMD_FORCE_INLINE void copy_from(const GIM_TRIANGLE_CONTACT& other)
46         {
47                 m_penetration_depth = other.m_penetration_depth;
48                 m_separating_normal = other.m_separating_normal;
49                 m_point_count = other.m_point_count;
50                 int i = m_point_count;
51                 while(i--)
52                 {
53                         m_points[i] = other.m_points[i];
54                 }
55         }
56
57         GIM_TRIANGLE_CONTACT()
58         {
59         }
60
61         GIM_TRIANGLE_CONTACT(const GIM_TRIANGLE_CONTACT& other)
62         {
63                 copy_from(other);
64         }
65
66     //! classify points that are closer
67     void merge_points(const btVector4 & plane,
68                                 btScalar margin, const btVector3 * points, int point_count);
69
70 };
71
72
73
74 class btPrimitiveTriangle
75 {
76 public:
77         btVector3 m_vertices[3];
78         btVector4 m_plane;
79         btScalar m_margin;
80         btScalar m_dummy;
81         btPrimitiveTriangle():m_margin(0.01f)
82         {
83
84         }
85
86
87         SIMD_FORCE_INLINE void buildTriPlane()
88         {
89                 btVector3 normal = (m_vertices[1]-m_vertices[0]).cross(m_vertices[2]-m_vertices[0]);
90                 normal.normalize();
91                 m_plane.setValue(normal[0],normal[1],normal[2],m_vertices[0].dot(normal));
92         }
93
94         //! Test if triangles could collide
95         bool overlap_test_conservative(const btPrimitiveTriangle& other);
96
97         //! Calcs the plane which is paralele to the edge and perpendicular to the triangle plane
98         /*!
99         \pre this triangle must have its plane calculated.
100         */
101         SIMD_FORCE_INLINE void get_edge_plane(int edge_index, btVector4 &plane)  const
102     {
103                 const btVector3 & e0 = m_vertices[edge_index];
104                 const btVector3 & e1 = m_vertices[(edge_index+1)%3];
105                 bt_edge_plane(e0,e1,m_plane,plane);
106     }
107
108     void applyTransform(const btTransform& t)
109         {
110                 m_vertices[0] = t(m_vertices[0]);
111                 m_vertices[1] = t(m_vertices[1]);
112                 m_vertices[2] = t(m_vertices[2]);
113         }
114
115         //! Clips the triangle against this
116         /*!
117         \pre clipped_points must have MAX_TRI_CLIPPING size, and this triangle must have its plane calculated.
118         \return the number of clipped points
119         */
120     int clip_triangle(btPrimitiveTriangle & other, btVector3 * clipped_points );
121
122         //! Find collision using the clipping method
123         /*!
124         \pre this triangle and other must have their triangles calculated
125         */
126     bool find_triangle_collision_clip_method(btPrimitiveTriangle & other, GIM_TRIANGLE_CONTACT & contacts);
127 };
128
129
130
131 //! Helper class for colliding Bullet Triangle Shapes
132 /*!
133 This class implements a better getAabb method than the previous btTriangleShape class
134 */
135 class btTriangleShapeEx: public btTriangleShape
136 {
137 public:
138
139         btTriangleShapeEx():btTriangleShape(btVector3(0,0,0),btVector3(0,0,0),btVector3(0,0,0))
140         {
141         }
142
143         btTriangleShapeEx(const btVector3& p0,const btVector3& p1,const btVector3& p2): btTriangleShape(p0,p1,p2)
144         {
145         }
146
147         btTriangleShapeEx(const btTriangleShapeEx & other):     btTriangleShape(other.m_vertices1[0],other.m_vertices1[1],other.m_vertices1[2])
148         {
149         }
150
151         virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax)const
152         {
153                 btVector3 tv0 = t(m_vertices1[0]);
154                 btVector3 tv1 = t(m_vertices1[1]);
155                 btVector3 tv2 = t(m_vertices1[2]);
156
157                 btAABB trianglebox(tv0,tv1,tv2,m_collisionMargin);
158                 aabbMin = trianglebox.m_min;
159                 aabbMax = trianglebox.m_max;
160         }
161
162         void applyTransform(const btTransform& t)
163         {
164                 m_vertices1[0] = t(m_vertices1[0]);
165                 m_vertices1[1] = t(m_vertices1[1]);
166                 m_vertices1[2] = t(m_vertices1[2]);
167         }
168
169         SIMD_FORCE_INLINE void buildTriPlane(btVector4 & plane) const
170         {
171                 btVector3 normal = (m_vertices1[1]-m_vertices1[0]).cross(m_vertices1[2]-m_vertices1[0]);
172                 normal.normalize();
173                 plane.setValue(normal[0],normal[1],normal[2],m_vertices1[0].dot(normal));
174         }
175
176         bool overlap_test_conservative(const btTriangleShapeEx& other);
177 };
178
179
180 #endif //GIMPACT_TRIANGLE_MESH_SHAPE_H