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source: code/branches/physics/src/bullet/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.h @ 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: 5.2 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#ifndef SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
17#define SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
18
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"
24class btDispatcher;
25#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
26#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
27class btSoftBody;
28class btCollisionShape;
29
30#include "LinearMath/btHashMap.h"
31
32#include "BulletCollision/BroadphaseCollision/btQuantizedBvh.h" //for definition of MAX_NUM_PARTS_IN_BITS
33
34struct btTriIndex
35{
36        int m_PartIdTriangleIndex;
37        class btCollisionShape* m_childShape;
38
39        btTriIndex(int partId,int triangleIndex,btCollisionShape* shape)
40        {
41                m_PartIdTriangleIndex = (partId<<(31-MAX_NUM_PARTS_IN_BITS)) | triangleIndex;
42                m_childShape = shape;
43        }
44
45        int     getTriangleIndex() const
46        {
47                // Get only the lower bits where the triangle index is stored
48                return (m_PartIdTriangleIndex&~((~0)<<(31-MAX_NUM_PARTS_IN_BITS)));
49        }
50        int     getPartId() const
51        {
52                // Get only the highest bits where the part index is stored
53                return (m_PartIdTriangleIndex>>(31-MAX_NUM_PARTS_IN_BITS));
54        }
55        int     getUid() const
56        {
57                return m_PartIdTriangleIndex;
58        }
59};
60
61
62///For each triangle in the concave mesh that overlaps with the AABB of a soft body (m_softBody), processTriangle is called.
63class btSoftBodyTriangleCallback : public btTriangleCallback
64{
65        btSoftBody* m_softBody;
66        btCollisionObject* m_triBody;
67
68        btVector3       m_aabbMin;
69        btVector3       m_aabbMax ;
70
71        btManifoldResult* m_resultOut;
72
73        btDispatcher*   m_dispatcher;
74        const btDispatcherInfo* m_dispatchInfoPtr;
75        btScalar m_collisionMarginTriangle;
76
77        btHashMap<btHashKey<btTriIndex>,btTriIndex> m_shapeCache;
78
79public:
80        int     m_triangleCount;
81
82        //      btPersistentManifold*   m_manifoldPtr;
83
84        btSoftBodyTriangleCallback(btDispatcher* dispatcher,btCollisionObject* body0,btCollisionObject* body1,bool isSwapped);
85
86        void    setTimeStepAndCounters(btScalar collisionMarginTriangle,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
87
88        virtual ~btSoftBodyTriangleCallback();
89
90        virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
91
92        void clearCache();
93
94        SIMD_FORCE_INLINE const btVector3& getAabbMin() const
95        {
96                return m_aabbMin;
97        }
98        SIMD_FORCE_INLINE const btVector3& getAabbMax() const
99        {
100                return m_aabbMax;
101        }
102
103};
104
105
106
107
108/// btSoftBodyConcaveCollisionAlgorithm  supports collision between soft body shapes and (concave) trianges meshes.
109class btSoftBodyConcaveCollisionAlgorithm  : public btCollisionAlgorithm
110{
111
112        bool    m_isSwapped;
113
114        btSoftBodyTriangleCallback m_btSoftBodyTriangleCallback;
115
116public:
117
118        btSoftBodyConcaveCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1,bool isSwapped);
119
120        virtual ~btSoftBodyConcaveCollisionAlgorithm();
121
122        virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
123
124        btScalar        calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
125
126        virtual void    getAllContactManifolds(btManifoldArray& manifoldArray)
127        {
128                //we don't add any manifolds
129        }
130
131        void    clearCache();
132
133        struct CreateFunc :public       btCollisionAlgorithmCreateFunc
134        {
135                virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
136                {
137                        void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftBodyConcaveCollisionAlgorithm));
138                        return new(mem) btSoftBodyConcaveCollisionAlgorithm(ci,body0,body1,false);
139                }
140        };
141
142        struct SwappedCreateFunc :public        btCollisionAlgorithmCreateFunc
143        {
144                virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
145                {
146                        void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftBodyConcaveCollisionAlgorithm));
147                        return new(mem) btSoftBodyConcaveCollisionAlgorithm(ci,body0,body1,true);
148                }
149        };
150
151};
152
153#endif //SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
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