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source: code/branches/mac_osx2/src/external/bullet/BulletCollision/NarrowPhaseCollision/btPersistentManifold.h @ 8474

Last change on this file since 8474 was 8351, checked in by rgrieder, 14 years ago

Merged kicklib2 branch back to trunk (includes former branches ois_update, mac_osx and kicklib).

Notes for updating

Linux:
You don't need an extra package for CEGUILua and Tolua, it's already shipped with CEGUI.
However you do need to make sure that the OgreRenderer is installed too with CEGUI 0.7 (may be a separate package).
Also, Orxonox now recognises if you install the CgProgramManager (a separate package available on newer Ubuntu on Debian systems).

Windows:
Download the new dependency packages versioned 6.0 and use these. If you have problems with that or if you don't like the in game console problem mentioned below, you can download the new 4.3 version of the packages (only available for Visual Studio 2005/2008).

Key new features:

  • *Support for Mac OS X*
  • Visual Studio 2010 support
  • Bullet library update to 2.77
  • OIS library update to 1.3
  • Support for CEGUI 0.7 —> Support for Arch Linux and even SuSE
  • Improved install target
  • Compiles now with GCC 4.6
  • Ogre Cg Shader plugin activated for Linux if available
  • And of course lots of bug fixes

There are also some regressions:

  • No support for CEGUI 0.5, Ogre 1.4 and boost 1.35 - 1.39 any more
  • In game console is not working in main menu for CEGUI 0.7
  • Tolua (just the C lib, not the application) and CEGUILua libraries are no longer in our repository. —> You will need to get these as well when compiling Orxonox
  • And of course lots of new bugs we don't yet know about
  • Property svn:eol-style set to native
File size: 7.4 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 PERSISTENT_MANIFOLD_H
17#define PERSISTENT_MANIFOLD_H
18
19
20#include "LinearMath/btVector3.h"
21#include "LinearMath/btTransform.h"
22#include "btManifoldPoint.h"
23#include "LinearMath/btAlignedAllocator.h"
24
25struct btCollisionResult;
26
27///maximum contact breaking and merging threshold
28extern btScalar gContactBreakingThreshold;
29
30typedef bool (*ContactDestroyedCallback)(void* userPersistentData);
31typedef bool (*ContactProcessedCallback)(btManifoldPoint& cp,void* body0,void* body1);
32extern ContactDestroyedCallback gContactDestroyedCallback;
33extern ContactProcessedCallback gContactProcessedCallback;
34
35
36enum btContactManifoldTypes
37{
38        BT_PERSISTENT_MANIFOLD_TYPE = 1,
39        MAX_CONTACT_MANIFOLD_TYPE
40};
41
42#define MANIFOLD_CACHE_SIZE 4
43
44///btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping in the broadphase.
45///Those contact points are created by the collision narrow phase.
46///The cache can be empty, or hold 1,2,3 or 4 points. Some collision algorithms (GJK) might only add one point at a time.
47///updates/refreshes old contact points, and throw them away if necessary (distance becomes too large)
48///reduces the cache to 4 points, when more then 4 points are added, using following rules:
49///the contact point with deepest penetration is always kept, and it tries to maximuze the area covered by the points
50///note that some pairs of objects might have more then one contact manifold.
51
52
53ATTRIBUTE_ALIGNED128( class) btPersistentManifold : public btTypedObject
54//ATTRIBUTE_ALIGNED16( class) btPersistentManifold : public btTypedObject
55{
56
57        btManifoldPoint m_pointCache[MANIFOLD_CACHE_SIZE];
58
59        /// this two body pointers can point to the physics rigidbody class.
60        /// void* will allow any rigidbody class
61        void* m_body0;
62        void* m_body1;
63
64        int     m_cachedPoints;
65
66        btScalar        m_contactBreakingThreshold;
67        btScalar        m_contactProcessingThreshold;
68
69       
70        /// sort cached points so most isolated points come first
71        int     sortCachedPoints(const btManifoldPoint& pt);
72
73        int             findContactPoint(const btManifoldPoint* unUsed, int numUnused,const btManifoldPoint& pt);
74
75public:
76
77        BT_DECLARE_ALIGNED_ALLOCATOR();
78
79        int     m_companionIdA;
80        int     m_companionIdB;
81
82        int m_index1a;
83
84        btPersistentManifold();
85
86        btPersistentManifold(void* body0,void* body1,int , btScalar contactBreakingThreshold,btScalar contactProcessingThreshold)
87                : btTypedObject(BT_PERSISTENT_MANIFOLD_TYPE),
88        m_body0(body0),m_body1(body1),m_cachedPoints(0),
89                m_contactBreakingThreshold(contactBreakingThreshold),
90                m_contactProcessingThreshold(contactProcessingThreshold)
91        {
92        }
93
94        SIMD_FORCE_INLINE void* getBody0() { return m_body0;}
95        SIMD_FORCE_INLINE void* getBody1() { return m_body1;}
96
97        SIMD_FORCE_INLINE const void* getBody0() const { return m_body0;}
98        SIMD_FORCE_INLINE const void* getBody1() const { return m_body1;}
99
100        void    setBodies(void* body0,void* body1)
101        {
102                m_body0 = body0;
103                m_body1 = body1;
104        }
105
106        void clearUserCache(btManifoldPoint& pt);
107
108#ifdef DEBUG_PERSISTENCY
109        void    DebugPersistency();
110#endif //
111       
112        SIMD_FORCE_INLINE int   getNumContacts() const { return m_cachedPoints;}
113
114        SIMD_FORCE_INLINE const btManifoldPoint& getContactPoint(int index) const
115        {
116                btAssert(index < m_cachedPoints);
117                return m_pointCache[index];
118        }
119
120        SIMD_FORCE_INLINE btManifoldPoint& getContactPoint(int index)
121        {
122                btAssert(index < m_cachedPoints);
123                return m_pointCache[index];
124        }
125
126        ///@todo: get this margin from the current physics / collision environment
127        btScalar        getContactBreakingThreshold() const;
128
129        btScalar        getContactProcessingThreshold() const
130        {
131                return m_contactProcessingThreshold;
132        }
133       
134        int getCacheEntry(const btManifoldPoint& newPoint) const;
135
136        int addManifoldPoint( const btManifoldPoint& newPoint);
137
138        void removeContactPoint (int index)
139        {
140                clearUserCache(m_pointCache[index]);
141
142                int lastUsedIndex = getNumContacts() - 1;
143//              m_pointCache[index] = m_pointCache[lastUsedIndex];
144                if(index != lastUsedIndex) 
145                {
146                        m_pointCache[index] = m_pointCache[lastUsedIndex]; 
147                        //get rid of duplicated userPersistentData pointer
148                        m_pointCache[lastUsedIndex].m_userPersistentData = 0;
149                        m_pointCache[lastUsedIndex].mConstraintRow[0].mAccumImpulse = 0.f;
150                        m_pointCache[lastUsedIndex].mConstraintRow[1].mAccumImpulse = 0.f;
151                        m_pointCache[lastUsedIndex].mConstraintRow[2].mAccumImpulse = 0.f;
152
153                        m_pointCache[lastUsedIndex].m_appliedImpulse = 0.f;
154                        m_pointCache[lastUsedIndex].m_lateralFrictionInitialized = false;
155                        m_pointCache[lastUsedIndex].m_appliedImpulseLateral1 = 0.f;
156                        m_pointCache[lastUsedIndex].m_appliedImpulseLateral2 = 0.f;
157                        m_pointCache[lastUsedIndex].m_lifeTime = 0;
158                }
159
160                btAssert(m_pointCache[lastUsedIndex].m_userPersistentData==0);
161                m_cachedPoints--;
162        }
163        void replaceContactPoint(const btManifoldPoint& newPoint,int insertIndex)
164        {
165                btAssert(validContactDistance(newPoint));
166
167#define MAINTAIN_PERSISTENCY 1
168#ifdef MAINTAIN_PERSISTENCY
169                int     lifeTime = m_pointCache[insertIndex].getLifeTime();
170                btScalar        appliedImpulse = m_pointCache[insertIndex].mConstraintRow[0].mAccumImpulse;
171                btScalar        appliedLateralImpulse1 = m_pointCache[insertIndex].mConstraintRow[1].mAccumImpulse;
172                btScalar        appliedLateralImpulse2 = m_pointCache[insertIndex].mConstraintRow[2].mAccumImpulse;
173//              bool isLateralFrictionInitialized = m_pointCache[insertIndex].m_lateralFrictionInitialized;
174               
175               
176                       
177                btAssert(lifeTime>=0);
178                void* cache = m_pointCache[insertIndex].m_userPersistentData;
179               
180                m_pointCache[insertIndex] = newPoint;
181
182                m_pointCache[insertIndex].m_userPersistentData = cache;
183                m_pointCache[insertIndex].m_appliedImpulse = appliedImpulse;
184                m_pointCache[insertIndex].m_appliedImpulseLateral1 = appliedLateralImpulse1;
185                m_pointCache[insertIndex].m_appliedImpulseLateral2 = appliedLateralImpulse2;
186               
187                m_pointCache[insertIndex].mConstraintRow[0].mAccumImpulse =  appliedImpulse;
188                m_pointCache[insertIndex].mConstraintRow[1].mAccumImpulse = appliedLateralImpulse1;
189                m_pointCache[insertIndex].mConstraintRow[2].mAccumImpulse = appliedLateralImpulse2;
190
191
192                m_pointCache[insertIndex].m_lifeTime = lifeTime;
193#else
194                clearUserCache(m_pointCache[insertIndex]);
195                m_pointCache[insertIndex] = newPoint;
196       
197#endif
198        }
199
200        bool validContactDistance(const btManifoldPoint& pt) const
201        {
202                return pt.m_distance1 <= getContactBreakingThreshold();
203        }
204        /// calculated new worldspace coordinates and depth, and reject points that exceed the collision margin
205        void    refreshContactPoints(  const btTransform& trA,const btTransform& trB);
206
207       
208        SIMD_FORCE_INLINE       void    clearManifold()
209        {
210                int i;
211                for (i=0;i<m_cachedPoints;i++)
212                {
213                        clearUserCache(m_pointCache[i]);
214                }
215                m_cachedPoints = 0;
216        }
217
218
219
220}
221;
222
223
224
225
226
227#endif //PERSISTENT_MANIFOLD_H
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