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source: code/branches/physics/src/bullet/BulletCollision/CollisionShapes/btCollisionShape.cpp @ 1963

Last change on this file since 1963 was 1963, checked in by rgrieder, 16 years ago

Added Bullet physics engine.

  • Property svn:eol-style set to native
File size: 3.1 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#include "BulletCollision/CollisionShapes/btCollisionShape.h"
17
18
19/*
20  Make sure this dummy function never changes so that it
21  can be used by probes that are checking whether the
22  library is actually installed.
23*/
24extern "C" 
25{
26void btBulletCollisionProbe ();
27
28void btBulletCollisionProbe () {}
29}
30
31
32
33void    btCollisionShape::getBoundingSphere(btVector3& center,btScalar& radius) const
34{
35        btTransform tr;
36        tr.setIdentity();
37        btVector3 aabbMin,aabbMax;
38
39        getAabb(tr,aabbMin,aabbMax);
40
41        radius = (aabbMax-aabbMin).length()*btScalar(0.5);
42        center = (aabbMin+aabbMax)*btScalar(0.5);
43}
44
45btScalar        btCollisionShape::getAngularMotionDisc() const
46{
47        btVector3       center;
48        btScalar disc;
49        getBoundingSphere(center,disc);
50        disc += (center).length();
51        return disc;
52}
53
54void btCollisionShape::calculateTemporalAabb(const btTransform& curTrans,const btVector3& linvel,const btVector3& angvel,btScalar timeStep, btVector3& temporalAabbMin,btVector3& temporalAabbMax) const
55{
56        //start with static aabb
57        getAabb(curTrans,temporalAabbMin,temporalAabbMax);
58
59        btScalar temporalAabbMaxx = temporalAabbMax.getX();
60        btScalar temporalAabbMaxy = temporalAabbMax.getY();
61        btScalar temporalAabbMaxz = temporalAabbMax.getZ();
62        btScalar temporalAabbMinx = temporalAabbMin.getX();
63        btScalar temporalAabbMiny = temporalAabbMin.getY();
64        btScalar temporalAabbMinz = temporalAabbMin.getZ();
65
66        // add linear motion
67        btVector3 linMotion = linvel*timeStep;
68        //todo: simd would have a vector max/min operation, instead of per-element access
69        if (linMotion.x() > btScalar(0.))
70                temporalAabbMaxx += linMotion.x(); 
71        else
72                temporalAabbMinx += linMotion.x();
73        if (linMotion.y() > btScalar(0.))
74                temporalAabbMaxy += linMotion.y(); 
75        else
76                temporalAabbMiny += linMotion.y();
77        if (linMotion.z() > btScalar(0.))
78                temporalAabbMaxz += linMotion.z(); 
79        else
80                temporalAabbMinz += linMotion.z();
81
82        //add conservative angular motion
83        btScalar angularMotion = angvel.length() * getAngularMotionDisc() * timeStep;
84        btVector3 angularMotion3d(angularMotion,angularMotion,angularMotion);
85        temporalAabbMin = btVector3(temporalAabbMinx,temporalAabbMiny,temporalAabbMinz);
86        temporalAabbMax = btVector3(temporalAabbMaxx,temporalAabbMaxy,temporalAabbMaxz);
87
88        temporalAabbMin -= angularMotion3d;
89        temporalAabbMax += angularMotion3d;
90}
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