2017-08-01 14:30:58 +02:00
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#ifndef BT_BASIC_GEOMETRY_OPERATIONS_H_INCLUDED
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#define BT_BASIC_GEOMETRY_OPERATIONS_H_INCLUDED
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/*! \file btGeometryOperations.h
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*\author Francisco Leon Najera
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*/
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/*
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This source file is part of GIMPACT Library.
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For the latest info, see http://gimpact.sourceforge.net/
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Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
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email: projectileman@yahoo.com
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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 "btBoxCollision.h"
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#define PLANEDIREPSILON 0.0000001f
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#define PARALELENORMALS 0.000001f
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2019-01-03 14:26:51 +01:00
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#define BT_CLAMP(number, minval, maxval) (number < minval ? minval : (number > maxval ? maxval : number))
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/// Calc a plane from a triangle edge an a normal. plane is a vec4f
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SIMD_FORCE_INLINE void bt_edge_plane(const btVector3 &e1, const btVector3 &e2, const btVector3 &normal, btVector4 &plane)
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{
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btVector3 planenormal = (e2 - e1).cross(normal);
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planenormal.normalize();
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plane.setValue(planenormal[0], planenormal[1], planenormal[2], e2.dot(planenormal));
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}
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//***************** SEGMENT and LINE FUNCTIONS **********************************///
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/*! Finds the closest point(cp) to (v) on a segment (e1,e2)
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*/
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SIMD_FORCE_INLINE void bt_closest_point_on_segment(
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btVector3 &cp, const btVector3 &v,
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const btVector3 &e1, const btVector3 &e2)
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{
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btVector3 n = e2 - e1;
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cp = v - e1;
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btScalar _scalar = cp.dot(n) / n.dot(n);
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if (_scalar < 0.0f)
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{
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cp = e1;
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}
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else if (_scalar > 1.0f)
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{
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cp = e2;
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}
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else
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{
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cp = _scalar * n + e1;
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}
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}
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//! line plane collision
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/*!
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*\return
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-0 if the ray never intersects
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-1 if the ray collides in front
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-2 if the ray collides in back
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*/
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SIMD_FORCE_INLINE int bt_line_plane_collision(
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const btVector4 &plane,
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const btVector3 &vDir,
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const btVector3 &vPoint,
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btVector3 &pout,
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btScalar &tparam,
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btScalar tmin, btScalar tmax)
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{
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btScalar _dotdir = vDir.dot(plane);
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if (btFabs(_dotdir) < PLANEDIREPSILON)
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{
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tparam = tmax;
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return 0;
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}
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btScalar _dis = bt_distance_point_plane(plane, vPoint);
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char returnvalue = _dis < 0.0f ? 2 : 1;
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tparam = -_dis / _dotdir;
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if (tparam < tmin)
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{
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returnvalue = 0;
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tparam = tmin;
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}
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else if (tparam > tmax)
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{
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returnvalue = 0;
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tparam = tmax;
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}
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pout = tparam * vDir + vPoint;
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return returnvalue;
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}
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//! Find closest points on segments
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SIMD_FORCE_INLINE void bt_segment_collision(
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const btVector3 &vA1,
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const btVector3 &vA2,
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const btVector3 &vB1,
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const btVector3 &vB2,
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btVector3 &vPointA,
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btVector3 &vPointB)
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{
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btVector3 AD = vA2 - vA1;
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btVector3 BD = vB2 - vB1;
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btVector3 N = AD.cross(BD);
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btScalar tp = N.length2();
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btVector4 _M; //plane
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if (tp < SIMD_EPSILON) //ARE PARALELE
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{
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//project B over A
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bool invert_b_order = false;
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_M[0] = vB1.dot(AD);
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_M[1] = vB2.dot(AD);
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if (_M[0] > _M[1])
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{
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invert_b_order = true;
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BT_SWAP_NUMBERS(_M[0], _M[1]);
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}
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_M[2] = vA1.dot(AD);
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_M[3] = vA2.dot(AD);
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//mid points
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N[0] = (_M[0] + _M[1]) * 0.5f;
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N[1] = (_M[2] + _M[3]) * 0.5f;
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if (N[0] < N[1])
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{
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if (_M[1] < _M[2])
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{
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vPointB = invert_b_order ? vB1 : vB2;
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vPointA = vA1;
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}
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else if (_M[1] < _M[3])
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{
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vPointB = invert_b_order ? vB1 : vB2;
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bt_closest_point_on_segment(vPointA, vPointB, vA1, vA2);
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}
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else
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{
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vPointA = vA2;
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bt_closest_point_on_segment(vPointB, vPointA, vB1, vB2);
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}
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}
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else
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{
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if (_M[3] < _M[0])
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{
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vPointB = invert_b_order ? vB2 : vB1;
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vPointA = vA2;
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}
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else if (_M[3] < _M[1])
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{
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vPointA = vA2;
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bt_closest_point_on_segment(vPointB, vPointA, vB1, vB2);
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}
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else
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{
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vPointB = invert_b_order ? vB1 : vB2;
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bt_closest_point_on_segment(vPointA, vPointB, vA1, vA2);
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}
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}
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return;
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}
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N = N.cross(BD);
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_M.setValue(N[0], N[1], N[2], vB1.dot(N));
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// get point A as the plane collision point
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bt_line_plane_collision(_M, AD, vA1, vPointA, tp, btScalar(0), btScalar(1));
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/*Closest point on segment*/
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vPointB = vPointA - vB1;
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tp = vPointB.dot(BD);
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tp /= BD.dot(BD);
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tp = BT_CLAMP(tp, 0.0f, 1.0f);
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vPointB = tp * BD + vB1;
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}
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#endif // GIM_VECTOR_H_INCLUDED
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