virtualx-engine/thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3ReduceContacts.h

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#ifndef B3_REDUCE_CONTACTS_H
#define B3_REDUCE_CONTACTS_H
inline int b3ReduceContacts(const b3Float4* p, int nPoints, const b3Float4& nearNormal, b3Int4* contactIdx)
{
if (nPoints == 0)
return 0;
if (nPoints <= 4)
return nPoints;
if (nPoints > 64)
nPoints = 64;
b3Float4 center = b3MakeFloat4(0, 0, 0, 0);
{
for (int i = 0; i < nPoints; i++)
center += p[i];
center /= (float)nPoints;
}
// sample 4 directions
b3Float4 aVector = p[0] - center;
b3Float4 u = b3Cross3(nearNormal, aVector);
b3Float4 v = b3Cross3(nearNormal, u);
u = b3FastNormalized3(u);
v = b3FastNormalized3(v);
//keep point with deepest penetration
float minW = FLT_MAX;
int minIndex = -1;
b3Float4 maxDots;
maxDots.x = FLT_MIN;
maxDots.y = FLT_MIN;
maxDots.z = FLT_MIN;
maxDots.w = FLT_MIN;
// idx, distance
for (int ie = 0; ie < nPoints; ie++)
{
if (p[ie].w < minW)
{
minW = p[ie].w;
minIndex = ie;
}
float f;
b3Float4 r = p[ie] - center;
f = b3Dot3F4(u, r);
if (f < maxDots.x)
{
maxDots.x = f;
contactIdx[0].x = ie;
}
f = b3Dot3F4(-u, r);
if (f < maxDots.y)
{
maxDots.y = f;
contactIdx[0].y = ie;
}
f = b3Dot3F4(v, r);
if (f < maxDots.z)
{
maxDots.z = f;
contactIdx[0].z = ie;
}
f = b3Dot3F4(-v, r);
if (f < maxDots.w)
{
maxDots.w = f;
contactIdx[0].w = ie;
}
}
if (contactIdx[0].x != minIndex && contactIdx[0].y != minIndex && contactIdx[0].z != minIndex && contactIdx[0].w != minIndex)
{
//replace the first contact with minimum (todo: replace contact with least penetration)
contactIdx[0].x = minIndex;
}
return 4;
}
#endif //B3_REDUCE_CONTACTS_H