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Diffstat (limited to 'extern/bullet2/src/BulletCollision/CollisionShapes/btCompoundShape.h')
-rw-r--r--extern/bullet2/src/BulletCollision/CollisionShapes/btCompoundShape.h93
1 files changed, 70 insertions, 23 deletions
diff --git a/extern/bullet2/src/BulletCollision/CollisionShapes/btCompoundShape.h b/extern/bullet2/src/BulletCollision/CollisionShapes/btCompoundShape.h
index 86dc1f80947..3624749f768 100644
--- a/extern/bullet2/src/BulletCollision/CollisionShapes/btCompoundShape.h
+++ b/extern/bullet2/src/BulletCollision/CollisionShapes/btCompoundShape.h
@@ -18,58 +18,97 @@ subject to the following restrictions:
#include "btCollisionShape.h"
-#include "../../LinearMath/btVector3.h"
-#include "../../LinearMath/btTransform.h"
-#include "../../LinearMath/btMatrix3x3.h"
+#include "LinearMath/btVector3.h"
+#include "LinearMath/btTransform.h"
+#include "LinearMath/btMatrix3x3.h"
#include "btCollisionMargin.h"
-#include "../../LinearMath/btAlignedObjectArray.h"
+#include "LinearMath/btAlignedObjectArray.h"
-class btOptimizedBvh;
+//class btOptimizedBvh;
+struct btDbvt;
+
+ATTRIBUTE_ALIGNED16(struct) btCompoundShapeChild
+{
+ BT_DECLARE_ALIGNED_ALLOCATOR();
+
+ btTransform m_transform;
+ btCollisionShape* m_childShape;
+ int m_childShapeType;
+ btScalar m_childMargin;
+ struct btDbvtNode* m_node;
+};
+
+SIMD_FORCE_INLINE bool operator==(const btCompoundShapeChild& c1, const btCompoundShapeChild& c2)
+{
+ return ( c1.m_transform == c2.m_transform &&
+ c1.m_childShape == c2.m_childShape &&
+ c1.m_childShapeType == c2.m_childShapeType &&
+ c1.m_childMargin == c2.m_childMargin );
+}
/// btCompoundShape allows to store multiple other btCollisionShapes
-/// This allows for concave collision objects. This is more general then the Static Concave btTriangleMeshShape.
-class btCompoundShape : public btCollisionShape
+/// This allows for moving concave collision objects. This is more general then the static concave btBvhTriangleMeshShape.
+ATTRIBUTE_ALIGNED16(class) btCompoundShape : public btCollisionShape
{
- btAlignedObjectArray<btTransform> m_childTransforms;
- btAlignedObjectArray<btCollisionShape*> m_childShapes;
+ //btAlignedObjectArray<btTransform> m_childTransforms;
+ //btAlignedObjectArray<btCollisionShape*> m_childShapes;
+ btAlignedObjectArray<btCompoundShapeChild> m_children;
btVector3 m_localAabbMin;
btVector3 m_localAabbMax;
- btOptimizedBvh* m_aabbTree;
+ //btOptimizedBvh* m_aabbTree;
+ btDbvt* m_dynamicAabbTree;
public:
+ BT_DECLARE_ALIGNED_ALLOCATOR();
+
btCompoundShape();
virtual ~btCompoundShape();
void addChildShape(const btTransform& localTransform,btCollisionShape* shape);
+ /// Remove all children shapes that contain the specified shape
+ virtual void removeChildShape(btCollisionShape* shape);
+
+ void removeChildShapeByIndex(int childShapeindex);
+
+
int getNumChildShapes() const
{
- return int (m_childShapes.size());
+ return int (m_children.size());
}
btCollisionShape* getChildShape(int index)
{
- return m_childShapes[index];
+ return m_children[index].m_childShape;
}
const btCollisionShape* getChildShape(int index) const
{
- return m_childShapes[index];
+ return m_children[index].m_childShape;
}
- btTransform& getChildTransform(int index)
+ btTransform getChildTransform(int index)
+ {
+ return m_children[index].m_transform;
+ }
+ const btTransform getChildTransform(int index) const
{
- return m_childTransforms[index];
+ return m_children[index].m_transform;
}
- const btTransform& getChildTransform(int index) const
+
+
+ btCompoundShapeChild* getChildList()
{
- return m_childTransforms[index];
+ return &m_children[0];
}
///getAabb's default implementation is brute force, expected derived classes to implement a fast dedicated version
- void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
+ virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
+ /** Re-calculate the local Aabb. Is called at the end of removeChildShapes.
+ Use this yourself if you modify the children or their transforms. */
+ virtual void recalculateLocalAabb();
virtual void setLocalScaling(const btVector3& scaling)
{
@@ -80,8 +119,8 @@ public:
return m_localScaling;
}
- virtual void calculateLocalInertia(btScalar mass,btVector3& inertia);
-
+ virtual void calculateLocalInertia(btScalar mass,btVector3& inertia) const;
+
virtual int getShapeType() const { return COMPOUND_SHAPE_PROXYTYPE;}
virtual void setMargin(btScalar margin)
@@ -92,7 +131,7 @@ public:
{
return m_collisionMargin;
}
- virtual char* getName()const
+ virtual const char* getName()const
{
return "Compound";
}
@@ -100,11 +139,19 @@ public:
//this is optional, but should make collision queries faster, by culling non-overlapping nodes
void createAabbTreeFromChildren();
- const btOptimizedBvh* getAabbTree() const
+ btDbvt* getDynamicAabbTree()
{
- return m_aabbTree;
+ return m_dynamicAabbTree;
}
+ ///computes the exact moment of inertia and the transform from the coordinate system defined by the principal axes of the moment of inertia
+ ///and the center of mass to the current coordinate system. "masses" points to an array of masses of the children. The resulting transform
+ ///"principal" has to be applied inversely to all children transforms in order for the local coordinate system of the compound
+ ///shape to be centered at the center of mass and to coincide with the principal axes. This also necessitates a correction of the world transform
+ ///of the collision object by the principal transform.
+ void calculatePrincipalAxisTransform(btScalar* masses, btTransform& principal, btVector3& inertia) const;
+
+
private:
btScalar m_collisionMargin;
protected: