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source: code/branches/toonshader/src/bullet/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.h @ 3050

Last change on this file since 3050 was 2882, checked in by rgrieder, 16 years ago

Update from Bullet 2.73 to 2.74.

  • Property svn:eol-style set to native
File size: 4.6 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 CONVEX_CONVEX_ALGORITHM_H
17#define CONVEX_CONVEX_ALGORITHM_H
18
19#include "btActivatingCollisionAlgorithm.h"
20#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
21#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
22#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
23#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
24#include "btCollisionCreateFunc.h"
25#include "btCollisionDispatcher.h"
26#include "LinearMath/btTransformUtil.h" //for btConvexSeparatingDistanceUtil
27
28class btConvexPenetrationDepthSolver;
29
30///Enabling USE_SEPDISTANCE_UTIL2 requires 100% reliable distance computation. However, when using large size ratios GJK can be imprecise
31///so the distance is not conservative. In that case, enabling this USE_SEPDISTANCE_UTIL2 would result in failing/missing collisions.
32///Either improve GJK for large size ratios (testing a 100 units versus a 0.1 unit object) or only enable the util
33///for certain pairs that have a small size ratio
34///#define USE_SEPDISTANCE_UTIL2 1
35
36///The convexConvexAlgorithm collision algorithm implements time of impact, convex closest points and penetration depth calculations between two convex objects.
37///Multiple contact points are calculated by perturbing the orientation of the smallest object orthogonal to the separating normal.
38///This idea was described by Gino van den Bergen in this forum topic http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=4&t=288&p=888#p888
39class btConvexConvexAlgorithm : public btActivatingCollisionAlgorithm
40{
41#ifdef USE_SEPDISTANCE_UTIL2
42        btConvexSeparatingDistanceUtil  m_sepDistance;
43#endif
44        btSimplexSolverInterface*               m_simplexSolver;
45        btConvexPenetrationDepthSolver* m_pdSolver;
46
47       
48        bool    m_ownManifold;
49        btPersistentManifold*   m_manifoldPtr;
50        bool                    m_lowLevelOfDetail;
51       
52        int m_numPerturbationIterations;
53        int m_minimumPointsPerturbationThreshold;
54
55
56        ///cache separating vector to speedup collision detection
57       
58
59public:
60
61        btConvexConvexAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1, btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* pdSolver, int numPerturbationIterations, int minimumPointsPerturbationThreshold);
62
63
64        virtual ~btConvexConvexAlgorithm();
65
66        virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
67
68        virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
69
70        virtual void    getAllContactManifolds(btManifoldArray& manifoldArray)
71        {
72                ///should we use m_ownManifold to avoid adding duplicates?
73                if (m_manifoldPtr && m_ownManifold)
74                        manifoldArray.push_back(m_manifoldPtr);
75        }
76
77
78        void    setLowLevelOfDetail(bool useLowLevel);
79
80
81        const btPersistentManifold*     getManifold()
82        {
83                return m_manifoldPtr;
84        }
85
86        struct CreateFunc :public       btCollisionAlgorithmCreateFunc
87        {
88
89                btConvexPenetrationDepthSolver*         m_pdSolver;
90                btSimplexSolverInterface*                       m_simplexSolver;
91                int m_numPerturbationIterations;
92                int m_minimumPointsPerturbationThreshold;
93
94                CreateFunc(btSimplexSolverInterface*                    simplexSolver, btConvexPenetrationDepthSolver* pdSolver);
95               
96                virtual ~CreateFunc();
97
98                virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
99                {
100                        void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btConvexConvexAlgorithm));
101                        return new(mem) btConvexConvexAlgorithm(ci.m_manifold,ci,body0,body1,m_simplexSolver,m_pdSolver,m_numPerturbationIterations,m_minimumPointsPerturbationThreshold);
102                }
103        };
104
105
106};
107
108#endif //CONVEX_CONVEX_ALGORITHM_H
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