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source: code/trunk/src/external/bullet/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.cpp @ 11110

Last change on this file since 11110 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: 8.2 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
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#include "btConvexTriangleMeshShape.h"
17#include "BulletCollision/CollisionShapes/btCollisionMargin.h"
18
19#include "LinearMath/btQuaternion.h"
20#include "BulletCollision/CollisionShapes/btStridingMeshInterface.h"
21
22
23btConvexTriangleMeshShape ::btConvexTriangleMeshShape (btStridingMeshInterface* meshInterface, bool calcAabb)
24: btPolyhedralConvexAabbCachingShape(), m_stridingMesh(meshInterface)
25{
26        m_shapeType = CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE;
27        if ( calcAabb )
28                recalcLocalAabb();
29}
30
31
32
33
34///It's not nice to have all this virtual function overhead, so perhaps we can also gather the points once
35///but then we are duplicating
36class LocalSupportVertexCallback: public btInternalTriangleIndexCallback
37{
38
39        btVector3 m_supportVertexLocal;
40public:
41
42        btScalar m_maxDot;
43        btVector3 m_supportVecLocal;
44
45        LocalSupportVertexCallback(const btVector3& supportVecLocal)
46                : m_supportVertexLocal(btScalar(0.),btScalar(0.),btScalar(0.)),
47                m_maxDot(btScalar(-BT_LARGE_FLOAT)),
48                m_supportVecLocal(supportVecLocal)
49        {
50        }
51
52        virtual void internalProcessTriangleIndex(btVector3* triangle,int partId,int  triangleIndex)
53        {
54                (void)triangleIndex;
55                (void)partId;
56
57                for (int i=0;i<3;i++)
58                {
59                        btScalar dot = m_supportVecLocal.dot(triangle[i]);
60                        if (dot > m_maxDot)
61                        {
62                                m_maxDot = dot;
63                                m_supportVertexLocal = triangle[i];
64                        }
65                }
66        }
67       
68        btVector3       GetSupportVertexLocal()
69        {
70                return m_supportVertexLocal;
71        }
72
73};
74
75
76
77
78
79btVector3       btConvexTriangleMeshShape::localGetSupportingVertexWithoutMargin(const btVector3& vec0)const
80{
81        btVector3 supVec(btScalar(0.),btScalar(0.),btScalar(0.));
82
83        btVector3 vec = vec0;
84        btScalar lenSqr = vec.length2();
85        if (lenSqr < btScalar(0.0001))
86        {
87                vec.setValue(1,0,0);
88        } else
89        {
90                btScalar rlen = btScalar(1.) / btSqrt(lenSqr );
91                vec *= rlen;
92        }
93
94        LocalSupportVertexCallback      supportCallback(vec);
95        btVector3 aabbMax(btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT));
96        m_stridingMesh->InternalProcessAllTriangles(&supportCallback,-aabbMax,aabbMax);
97        supVec = supportCallback.GetSupportVertexLocal();
98
99        return supVec;
100}
101
102void    btConvexTriangleMeshShape::batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3* vectors,btVector3* supportVerticesOut,int numVectors) const
103{
104        //use 'w' component of supportVerticesOut?
105        {
106                for (int i=0;i<numVectors;i++)
107                {
108                        supportVerticesOut[i][3] = btScalar(-BT_LARGE_FLOAT);
109                }
110        }
111       
112        ///@todo: could do the batch inside the callback!
113
114
115        for (int j=0;j<numVectors;j++)
116        {
117                const btVector3& vec = vectors[j];
118                LocalSupportVertexCallback      supportCallback(vec);
119                btVector3 aabbMax(btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT));
120                m_stridingMesh->InternalProcessAllTriangles(&supportCallback,-aabbMax,aabbMax);
121                supportVerticesOut[j] = supportCallback.GetSupportVertexLocal();
122        }
123       
124}
125       
126
127
128btVector3       btConvexTriangleMeshShape::localGetSupportingVertex(const btVector3& vec)const
129{
130        btVector3 supVertex = localGetSupportingVertexWithoutMargin(vec);
131
132        if ( getMargin()!=btScalar(0.) )
133        {
134                btVector3 vecnorm = vec;
135                if (vecnorm .length2() < (SIMD_EPSILON*SIMD_EPSILON))
136                {
137                        vecnorm.setValue(btScalar(-1.),btScalar(-1.),btScalar(-1.));
138                } 
139                vecnorm.normalize();
140                supVertex+= getMargin() * vecnorm;
141        }
142        return supVertex;
143}
144
145
146
147
148
149
150
151
152
153//currently just for debugging (drawing), perhaps future support for algebraic continuous collision detection
154//Please note that you can debug-draw btConvexTriangleMeshShape with the Raytracer Demo
155int     btConvexTriangleMeshShape::getNumVertices() const
156{
157        //cache this?
158        return 0;
159       
160}
161
162int btConvexTriangleMeshShape::getNumEdges() const
163{
164        return 0;
165}
166
167void btConvexTriangleMeshShape::getEdge(int ,btVector3& ,btVector3& ) const
168{
169        btAssert(0);   
170}
171
172void btConvexTriangleMeshShape::getVertex(int ,btVector3& ) const
173{
174        btAssert(0);
175}
176
177int     btConvexTriangleMeshShape::getNumPlanes() const
178{
179        return 0;
180}
181
182void btConvexTriangleMeshShape::getPlane(btVector3& ,btVector3& ,int  ) const
183{
184        btAssert(0);
185}
186
187//not yet
188bool btConvexTriangleMeshShape::isInside(const btVector3& ,btScalar ) const
189{
190        btAssert(0);
191        return false;
192}
193
194
195
196void    btConvexTriangleMeshShape::setLocalScaling(const btVector3& scaling)
197{
198        m_stridingMesh->setScaling(scaling);
199       
200        recalcLocalAabb();
201       
202}
203
204
205const btVector3& btConvexTriangleMeshShape::getLocalScaling() const
206{
207        return m_stridingMesh->getScaling();
208}
209
210void btConvexTriangleMeshShape::calculatePrincipalAxisTransform(btTransform& principal, btVector3& inertia, btScalar& volume) const
211{
212   class CenterCallback: public btInternalTriangleIndexCallback
213   {
214      bool first;
215      btVector3 ref;
216      btVector3 sum;
217      btScalar volume;
218
219   public:
220
221      CenterCallback() : first(true), ref(0, 0, 0), sum(0, 0, 0), volume(0)
222      {
223      }
224
225      virtual void internalProcessTriangleIndex(btVector3* triangle, int partId, int triangleIndex)
226      {
227         (void) triangleIndex;
228         (void) partId;
229         if (first)
230         {
231            ref = triangle[0];
232            first = false;
233         }
234         else
235         {
236            btScalar vol = btFabs((triangle[0] - ref).triple(triangle[1] - ref, triangle[2] - ref));
237            sum += (btScalar(0.25) * vol) * ((triangle[0] + triangle[1] + triangle[2] + ref));
238            volume += vol;
239         }
240      }
241     
242      btVector3 getCenter()
243      {
244         return (volume > 0) ? sum / volume : ref;
245      }
246
247      btScalar getVolume()
248      {
249         return volume * btScalar(1. / 6);
250      }
251
252   };
253
254   class InertiaCallback: public btInternalTriangleIndexCallback
255   {
256      btMatrix3x3 sum;
257      btVector3 center;
258
259   public:
260
261      InertiaCallback(btVector3& center) : sum(0, 0, 0, 0, 0, 0, 0, 0, 0), center(center)
262      {
263      }
264
265      virtual void internalProcessTriangleIndex(btVector3* triangle, int partId, int triangleIndex)
266      {
267         (void) triangleIndex;
268         (void) partId;
269         btMatrix3x3 i;
270         btVector3 a = triangle[0] - center;
271         btVector3 b = triangle[1] - center;
272         btVector3 c = triangle[2] - center;
273         btScalar volNeg = -btFabs(a.triple(b, c)) * btScalar(1. / 6);
274         for (int j = 0; j < 3; j++)
275         {
276            for (int k = 0; k <= j; k++)
277            {
278               i[j][k] = i[k][j] = volNeg * (btScalar(0.1) * (a[j] * a[k] + b[j] * b[k] + c[j] * c[k])
279                  + btScalar(0.05) * (a[j] * b[k] + a[k] * b[j] + a[j] * c[k] + a[k] * c[j] + b[j] * c[k] + b[k] * c[j]));
280            }
281         }
282         btScalar i00 = -i[0][0];
283         btScalar i11 = -i[1][1];
284         btScalar i22 = -i[2][2];
285         i[0][0] = i11 + i22; 
286         i[1][1] = i22 + i00; 
287         i[2][2] = i00 + i11;
288         sum[0] += i[0];
289         sum[1] += i[1];
290         sum[2] += i[2];
291      }
292     
293      btMatrix3x3& getInertia()
294      {
295         return sum;
296      }
297
298   };
299
300   CenterCallback centerCallback;
301   btVector3 aabbMax(btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT));
302   m_stridingMesh->InternalProcessAllTriangles(&centerCallback, -aabbMax, aabbMax);
303   btVector3 center = centerCallback.getCenter();
304   principal.setOrigin(center);
305   volume = centerCallback.getVolume();
306
307   InertiaCallback inertiaCallback(center);
308   m_stridingMesh->InternalProcessAllTriangles(&inertiaCallback, -aabbMax, aabbMax);
309
310   btMatrix3x3& i = inertiaCallback.getInertia();
311   i.diagonalize(principal.getBasis(), btScalar(0.00001), 20);
312   inertia.setValue(i[0][0], i[1][1], i[2][2]);
313   inertia /= volume;
314}
315
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