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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 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.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #ifndef B3_CONTACT_CACHE_H
- #define B3_CONTACT_CACHE_H
- #include "Bullet3Common/b3Vector3.h"
- #include "Bullet3Common/b3Transform.h"
- #include "Bullet3Common/b3AlignedAllocator.h"
- ///maximum contact breaking and merging threshold
- extern b3Scalar gContactBreakingThreshold;
- #define MANIFOLD_CACHE_SIZE 4
- ///b3ContactCache is a contact point cache, it stays persistent as long as objects are overlapping in the broadphase.
- ///Those contact points are created by the collision narrow phase.
- ///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.
- ///updates/refreshes old contact points, and throw them away if necessary (distance becomes too large)
- ///reduces the cache to 4 points, when more then 4 points are added, using following rules:
- ///the contact point with deepest penetration is always kept, and it tries to maximuze the area covered by the points
- ///note that some pairs of objects might have more then one contact manifold.
- B3_ATTRIBUTE_ALIGNED16(class)
- b3ContactCache
- {
- /// sort cached points so most isolated points come first
- int sortCachedPoints(const b3Vector3& pt);
- public:
- B3_DECLARE_ALIGNED_ALLOCATOR();
- int addManifoldPoint(const b3Vector3& newPoint);
- /*void replaceContactPoint(const b3Vector3& newPoint,int insertIndex)
- {
- b3Assert(validContactDistance(newPoint));
- m_pointCache[insertIndex] = newPoint;
- }
- */
- static bool validContactDistance(const b3Vector3& pt);
- /// calculated new worldspace coordinates and depth, and reject points that exceed the collision margin
- static void refreshContactPoints(const b3Transform& trA, const b3Transform& trB, struct b3Contact4Data& newContactCache);
- static void removeContactPoint(struct b3Contact4Data & newContactCache, int i);
- };
- #endif //B3_CONTACT_CACHE_H
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