2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
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16 #ifndef BT_SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
17 #define BT_SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
19 #include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
20 #include "BulletCollision/BroadphaseCollision/btDispatcher.h"
21 #include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
22 #include "BulletCollision/CollisionShapes/btTriangleCallback.h"
23 #include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
25 #include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
26 #include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
28 class btCollisionShape;
30 #include "LinearMath/btHashMap.h"
32 #include "BulletCollision/BroadphaseCollision/btQuantizedBvh.h" //for definition of MAX_NUM_PARTS_IN_BITS
36 int m_PartIdTriangleIndex;
37 class btCollisionShape* m_childShape;
39 btTriIndex(int partId, int triangleIndex, btCollisionShape* shape)
41 m_PartIdTriangleIndex = (partId << (31 - MAX_NUM_PARTS_IN_BITS)) | triangleIndex;
45 int getTriangleIndex() const
47 // Get only the lower bits where the triangle index is stored
49 unsigned int y = (~(x & 0)) << (31 - MAX_NUM_PARTS_IN_BITS);
50 return (m_PartIdTriangleIndex & ~(y));
54 // Get only the highest bits where the part index is stored
55 return (m_PartIdTriangleIndex >> (31 - MAX_NUM_PARTS_IN_BITS));
59 return m_PartIdTriangleIndex;
63 ///For each triangle in the concave mesh that overlaps with the AABB of a soft body (m_softBody), processTriangle is called.
64 class btSoftBodyTriangleCallback : public btTriangleCallback
66 btSoftBody* m_softBody;
67 const btCollisionObject* m_triBody;
72 btManifoldResult* m_resultOut;
74 btDispatcher* m_dispatcher;
75 const btDispatcherInfo* m_dispatchInfoPtr;
76 btScalar m_collisionMarginTriangle;
78 btHashMap<btHashKey<btTriIndex>, btTriIndex> m_shapeCache;
83 // btPersistentManifold* m_manifoldPtr;
85 btSoftBodyTriangleCallback(btDispatcher* dispatcher, const btCollisionObjectWrapper* body0Wrap, const btCollisionObjectWrapper* body1Wrap, bool isSwapped);
87 void setTimeStepAndCounters(btScalar collisionMarginTriangle, const btCollisionObjectWrapper* triObjWrap, const btDispatcherInfo& dispatchInfo, btManifoldResult* resultOut);
89 virtual ~btSoftBodyTriangleCallback();
91 virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
95 SIMD_FORCE_INLINE const btVector3& getAabbMin() const
99 SIMD_FORCE_INLINE const btVector3& getAabbMax() const
105 /// btSoftBodyConcaveCollisionAlgorithm supports collision between soft body shapes and (concave) trianges meshes.
106 class btSoftBodyConcaveCollisionAlgorithm : public btCollisionAlgorithm
110 btSoftBodyTriangleCallback m_btSoftBodyTriangleCallback;
113 btSoftBodyConcaveCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci, const btCollisionObjectWrapper* body0Wrap, const btCollisionObjectWrapper* body1Wrap, bool isSwapped);
115 virtual ~btSoftBodyConcaveCollisionAlgorithm();
117 virtual void processCollision(const btCollisionObjectWrapper* body0Wrap, const btCollisionObjectWrapper* body1Wrap, const btDispatcherInfo& dispatchInfo, btManifoldResult* resultOut);
119 btScalar calculateTimeOfImpact(btCollisionObject* body0, btCollisionObject* body1, const btDispatcherInfo& dispatchInfo, btManifoldResult* resultOut);
121 virtual void getAllContactManifolds(btManifoldArray& manifoldArray)
123 //we don't add any manifolds
128 struct CreateFunc : public btCollisionAlgorithmCreateFunc
130 virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, const btCollisionObjectWrapper* body0Wrap, const btCollisionObjectWrapper* body1Wrap)
132 void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftBodyConcaveCollisionAlgorithm));
133 return new (mem) btSoftBodyConcaveCollisionAlgorithm(ci, body0Wrap, body1Wrap, false);
137 struct SwappedCreateFunc : public btCollisionAlgorithmCreateFunc
139 virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, const btCollisionObjectWrapper* body0Wrap, const btCollisionObjectWrapper* body1Wrap)
141 void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftBodyConcaveCollisionAlgorithm));
142 return new (mem) btSoftBodyConcaveCollisionAlgorithm(ci, body0Wrap, body1Wrap, true);
147 #endif //BT_SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H