bullet: Streamline bundling, remove extraneous src/ folder
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
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#if 0
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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 "b3ContactCache.h"
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#include "Bullet3Common/b3Transform.h"
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
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b3Scalar gContactBreakingThreshold = b3Scalar(0.02);
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///gContactCalcArea3Points will approximate the convex hull area using 3 points
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///when setting it to false, it will use 4 points to compute the area: it is more accurate but slower
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bool gContactCalcArea3Points = true;
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static inline b3Scalar calcArea4Points(const b3Vector3 &p0,const b3Vector3 &p1,const b3Vector3 &p2,const b3Vector3 &p3)
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{
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// It calculates possible 3 area constructed from random 4 points and returns the biggest one.
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b3Vector3 a[3],b[3];
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a[0] = p0 - p1;
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a[1] = p0 - p2;
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a[2] = p0 - p3;
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b[0] = p2 - p3;
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b[1] = p1 - p3;
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b[2] = p1 - p2;
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//todo: Following 3 cross production can be easily optimized by SIMD.
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b3Vector3 tmp0 = a[0].cross(b[0]);
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b3Vector3 tmp1 = a[1].cross(b[1]);
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b3Vector3 tmp2 = a[2].cross(b[2]);
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return b3Max(b3Max(tmp0.length2(),tmp1.length2()),tmp2.length2());
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}
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#if 0
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//using localPointA for all points
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int b3ContactCache::sortCachedPoints(const b3Vector3& pt)
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{
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//calculate 4 possible cases areas, and take biggest area
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//also need to keep 'deepest'
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int maxPenetrationIndex = -1;
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#define KEEP_DEEPEST_POINT 1
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#ifdef KEEP_DEEPEST_POINT
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b3Scalar maxPenetration = pt.getDistance();
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for (int i=0;i<4;i++)
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{
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if (m_pointCache[i].getDistance() < maxPenetration)
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{
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maxPenetrationIndex = i;
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maxPenetration = m_pointCache[i].getDistance();
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}
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}
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#endif //KEEP_DEEPEST_POINT
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b3Scalar res0(b3Scalar(0.)),res1(b3Scalar(0.)),res2(b3Scalar(0.)),res3(b3Scalar(0.));
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if (gContactCalcArea3Points)
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{
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if (maxPenetrationIndex != 0)
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{
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b3Vector3 a0 = pt.m_localPointA-m_pointCache[1].m_localPointA;
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b3Vector3 b0 = m_pointCache[3].m_localPointA-m_pointCache[2].m_localPointA;
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b3Vector3 cross = a0.cross(b0);
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res0 = cross.length2();
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}
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if (maxPenetrationIndex != 1)
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{
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b3Vector3 a1 = pt.m_localPointA-m_pointCache[0].m_localPointA;
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b3Vector3 b1 = m_pointCache[3].m_localPointA-m_pointCache[2].m_localPointA;
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b3Vector3 cross = a1.cross(b1);
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res1 = cross.length2();
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}
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if (maxPenetrationIndex != 2)
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{
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b3Vector3 a2 = pt.m_localPointA-m_pointCache[0].m_localPointA;
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b3Vector3 b2 = m_pointCache[3].m_localPointA-m_pointCache[1].m_localPointA;
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b3Vector3 cross = a2.cross(b2);
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res2 = cross.length2();
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}
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if (maxPenetrationIndex != 3)
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{
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b3Vector3 a3 = pt.m_localPointA-m_pointCache[0].m_localPointA;
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b3Vector3 b3 = m_pointCache[2].m_localPointA-m_pointCache[1].m_localPointA;
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b3Vector3 cross = a3.cross(b3);
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res3 = cross.length2();
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}
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}
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else
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{
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if(maxPenetrationIndex != 0) {
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res0 = calcArea4Points(pt.m_localPointA,m_pointCache[1].m_localPointA,m_pointCache[2].m_localPointA,m_pointCache[3].m_localPointA);
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}
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if(maxPenetrationIndex != 1) {
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res1 = calcArea4Points(pt.m_localPointA,m_pointCache[0].m_localPointA,m_pointCache[2].m_localPointA,m_pointCache[3].m_localPointA);
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}
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if(maxPenetrationIndex != 2) {
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res2 = calcArea4Points(pt.m_localPointA,m_pointCache[0].m_localPointA,m_pointCache[1].m_localPointA,m_pointCache[3].m_localPointA);
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}
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if(maxPenetrationIndex != 3) {
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res3 = calcArea4Points(pt.m_localPointA,m_pointCache[0].m_localPointA,m_pointCache[1].m_localPointA,m_pointCache[2].m_localPointA);
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}
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}
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b3Vector4 maxvec(res0,res1,res2,res3);
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int biggestarea = maxvec.closestAxis4();
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return biggestarea;
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}
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int b3ContactCache::getCacheEntry(const b3Vector3& newPoint) const
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{
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b3Scalar shortestDist = getContactBreakingThreshold() * getContactBreakingThreshold();
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int size = getNumContacts();
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int nearestPoint = -1;
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for( int i = 0; i < size; i++ )
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{
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const b3Vector3 &mp = m_pointCache[i];
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b3Vector3 diffA = mp.m_localPointA- newPoint.m_localPointA;
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const b3Scalar distToManiPoint = diffA.dot(diffA);
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if( distToManiPoint < shortestDist )
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{
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shortestDist = distToManiPoint;
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nearestPoint = i;
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}
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}
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return nearestPoint;
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}
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int b3ContactCache::addManifoldPoint(const b3Vector3& newPoint)
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{
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b3Assert(validContactDistance(newPoint));
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int insertIndex = getNumContacts();
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if (insertIndex == MANIFOLD_CACHE_SIZE)
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{
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#if MANIFOLD_CACHE_SIZE >= 4
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//sort cache so best points come first, based on area
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insertIndex = sortCachedPoints(newPoint);
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#else
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insertIndex = 0;
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#endif
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clearUserCache(m_pointCache[insertIndex]);
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} else
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{
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m_cachedPoints++;
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}
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if (insertIndex<0)
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insertIndex=0;
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//b3Assert(m_pointCache[insertIndex].m_userPersistentData==0);
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m_pointCache[insertIndex] = newPoint;
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return insertIndex;
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}
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#endif
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bool b3ContactCache::validContactDistance(const b3Vector3& pt)
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{
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return pt.w <= gContactBreakingThreshold;
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}
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void b3ContactCache::removeContactPoint(struct b3Contact4Data& newContactCache,int i)
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{
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int numContacts = b3Contact4Data_getNumPoints(&newContactCache);
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if (i!=(numContacts-1))
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{
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b3Swap(newContactCache.m_localPosA[i],newContactCache.m_localPosA[numContacts-1]);
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b3Swap(newContactCache.m_localPosB[i],newContactCache.m_localPosB[numContacts-1]);
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b3Swap(newContactCache.m_worldPosB[i],newContactCache.m_worldPosB[numContacts-1]);
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}
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b3Contact4Data_setNumPoints(&newContactCache,numContacts-1);
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}
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void b3ContactCache::refreshContactPoints(const b3Transform& trA,const b3Transform& trB, struct b3Contact4Data& contacts)
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{
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int numContacts = b3Contact4Data_getNumPoints(&contacts);
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int i;
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/// first refresh worldspace positions and distance
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for (i=numContacts-1;i>=0;i--)
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{
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b3Vector3 worldPosA = trA( contacts.m_localPosA[i]);
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b3Vector3 worldPosB = trB( contacts.m_localPosB[i]);
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contacts.m_worldPosB[i] = worldPosB;
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float distance = (worldPosA - worldPosB).dot(contacts.m_worldNormalOnB);
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contacts.m_worldPosB[i].w = distance;
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}
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/// then
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b3Scalar distance2d;
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b3Vector3 projectedDifference,projectedPoint;
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for (i=numContacts-1;i>=0;i--)
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{
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b3Vector3 worldPosA = trA( contacts.m_localPosA[i]);
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b3Vector3 worldPosB = trB( contacts.m_localPosB[i]);
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b3Vector3&pt = contacts.m_worldPosB[i];
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//contact becomes invalid when signed distance exceeds margin (projected on contactnormal direction)
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if (!validContactDistance(pt))
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{
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removeContactPoint(contacts,i);
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} else
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{
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//contact also becomes invalid when relative movement orthogonal to normal exceeds margin
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projectedPoint = worldPosA - contacts.m_worldNormalOnB * contacts.m_worldPosB[i].w;
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projectedDifference = contacts.m_worldPosB[i] - projectedPoint;
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distance2d = projectedDifference.dot(projectedDifference);
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if (distance2d > gContactBreakingThreshold*gContactBreakingThreshold )
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{
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removeContactPoint(contacts,i);
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} else
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{
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////contact point processed callback
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//if (gContactProcessedCallback)
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// (*gContactProcessedCallback)(manifoldPoint,(void*)m_body0,(void*)m_body1);
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}
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}
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}
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}
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#endif
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