forked from bartvdbraak/blender
281f236e6e
- on Ton's request use double versions of cos,sin,tan, sqrt etc. just like Solid in MT_Scalar #if defined (__sun) || defined (__sun__) || defined (__sparc) || defined (__APPLE__) - updated an url in the header of files
194 lines
4.9 KiB
C++
194 lines
4.9 KiB
C++
/*
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* Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
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*
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* Permission to use, copy, modify, distribute and sell this software
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* and its documentation for any purpose is hereby granted without fee,
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* provided that the above copyright notice appear in all copies.
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* Erwin Coumans makes no representations about the suitability
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* of this software for any purpose.
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* It is provided "as is" without express or implied warranty.
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*/
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#include "PersistentManifold.h"
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#include "SimdTransform.h"
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#include <assert.h>
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float gContactBreakingTreshold = 0.02f;
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PersistentManifold::PersistentManifold()
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:m_body0(0),
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m_body1(0),
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m_cachedPoints (0),
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m_index1(0)
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{
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}
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void PersistentManifold::ClearManifold()
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{
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m_cachedPoints = 0;
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}
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int PersistentManifold::SortCachedPoints(const ManifoldPoint& pt)
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{
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//calculate 4 possible cases areas, and take biggest area
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SimdScalar res0,res1,res2,res3;
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{
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SimdVector3 a0 = pt.m_localPointA-m_pointCache[1].m_localPointA;
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SimdVector3 b0 = m_pointCache[3].m_localPointA-m_pointCache[2].m_localPointA;
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SimdVector3 cross = a0.cross(b0);
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res0 = cross.length2();
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}
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{
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SimdVector3 a1 = pt.m_localPointA-m_pointCache[0].m_localPointA;
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SimdVector3 b1 = m_pointCache[3].m_localPointA-m_pointCache[2].m_localPointA;
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SimdVector3 cross = a1.cross(b1);
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res1 = cross.length2();
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}
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{
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SimdVector3 a2 = pt.m_localPointA-m_pointCache[0].m_localPointA;
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SimdVector3 b2 = m_pointCache[3].m_localPointA-m_pointCache[1].m_localPointA;
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SimdVector3 cross = a2.cross(b2);
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res2 = cross.length2();
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}
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{
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SimdVector3 a3 = pt.m_localPointA-m_pointCache[0].m_localPointA;
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SimdVector3 b3 = m_pointCache[2].m_localPointA-m_pointCache[1].m_localPointA;
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SimdVector3 cross = a3.cross(b3);
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res3 = cross.length2();
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}
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SimdVector4 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 PersistentManifold::GetCacheEntry(const ManifoldPoint& newPoint) const
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{
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SimdScalar shortestDist = GetManifoldMargin() * GetManifoldMargin();
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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 ManifoldPoint &mp = m_pointCache[i];
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SimdVector3 diffA = mp.m_localPointA- newPoint.m_localPointA;
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const SimdScalar 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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void PersistentManifold::AddManifoldPoint(const ManifoldPoint& newPoint)
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{
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assert(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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} else
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{
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m_cachedPoints++;
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}
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ReplaceContactPoint(newPoint,insertIndex);
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}
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float PersistentManifold::GetManifoldMargin() const
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{
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return gContactBreakingTreshold;
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}
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void PersistentManifold::RefreshContactPoints(const SimdTransform& trA,const SimdTransform& trB)
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{
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int i;
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/// first refresh worldspace positions and distance
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for (i=GetNumContacts()-1;i>=0;i--)
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{
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ManifoldPoint &manifoldPoint = m_pointCache[i];
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manifoldPoint.m_positionWorldOnA = trA( manifoldPoint.m_localPointA );
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manifoldPoint.m_positionWorldOnB = trB( manifoldPoint.m_localPointB );
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manifoldPoint.m_distance1 = (manifoldPoint.m_positionWorldOnA - manifoldPoint.m_positionWorldOnB).dot(manifoldPoint.m_normalWorldOnB);
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manifoldPoint.m_lifeTime++;
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}
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/// then
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SimdScalar distance2d;
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SimdVector3 projectedDifference,projectedPoint;
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for (i=GetNumContacts()-1;i>=0;i--)
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{
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ManifoldPoint &manifoldPoint = m_pointCache[i];
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//contact becomes invalid when signed distance exceeds margin (projected on contactnormal direction)
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if (!ValidContactDistance(manifoldPoint))
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{
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RemoveContactPoint(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 = manifoldPoint.m_positionWorldOnA - manifoldPoint.m_normalWorldOnB * manifoldPoint.m_distance1;
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projectedDifference = manifoldPoint.m_positionWorldOnB - projectedPoint;
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distance2d = projectedDifference.dot(projectedDifference);
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if (distance2d > GetManifoldMargin()*GetManifoldMargin() )
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{
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RemoveContactPoint(i);
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}
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}
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}
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}
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//todo: remove this treshold
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float gPenetrationDistanceCheck = -0.05f;
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float PersistentManifold::GetCollisionImpulse() const
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{
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float averageImpulse = 0.f;
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if (GetNumContacts() > 0)
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{
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float totalImpulse = 0.f;
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//return the sum of the applied impulses on the box
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for (int i=0;i<GetNumContacts();i++)
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{
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const ManifoldPoint& cp = GetContactPoint(i);
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//avoid conflic noice
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if ( cp.GetDistance() <gPenetrationDistanceCheck)
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return 0.f;
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totalImpulse += cp.m_appliedImpulse;
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}
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averageImpulse = totalImpulse / ((float)GetNumContacts());
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}
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return averageImpulse;
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}
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