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btSoftBodyConcaveCollisionAlgorithm.h « BulletSoftBody « src « bullet2 « extern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/

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 SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H
#define SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H

#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
#include "BulletCollision/CollisionShapes/btTriangleCallback.h"
#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
class btDispatcher;
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
class btSoftBody;
class btCollisionShape;

#include "LinearMath/btHashMap.h"

#include "BulletCollision/BroadphaseCollision/btQuantizedBvh.h" //for definition of MAX_NUM_PARTS_IN_BITS

struct btTriIndex
{
	int m_PartIdTriangleIndex;
	class btCollisionShape*	m_childShape;
	
	btTriIndex(int partId,int triangleIndex,btCollisionShape* shape)
	{
		m_PartIdTriangleIndex = (partId<<(31-MAX_NUM_PARTS_IN_BITS)) | triangleIndex;
		m_childShape = shape;
	}

	int	getTriangleIndex() const
	{
		// Get only the lower bits where the triangle index is stored
		return (m_PartIdTriangleIndex&~((~0)<<(31-MAX_NUM_PARTS_IN_BITS)));
	}
	int	getPartId() const
	{
		// Get only the highest bits where the part index is stored
		return (m_PartIdTriangleIndex>>(31-MAX_NUM_PARTS_IN_BITS));
	}
	int	getUid() const
	{
		return m_PartIdTriangleIndex;
	}
};


///For each triangle in the concave mesh that overlaps with the AABB of a soft body (m_softBody), processTriangle is called.
class btSoftBodyTriangleCallback : public btTriangleCallback
{
	btSoftBody* m_softBody;
	btCollisionObject* m_triBody;

	btVector3	m_aabbMin;
	btVector3	m_aabbMax ;

	btManifoldResult* m_resultOut;

	btDispatcher*	m_dispatcher;
	const btDispatcherInfo* m_dispatchInfoPtr;
	btScalar m_collisionMarginTriangle;

	btHashMap<btHashKey<btTriIndex>,btTriIndex> m_shapeCache;
	
public:
int	m_triangleCount;
	
//	btPersistentManifold*	m_manifoldPtr;

	btSoftBodyTriangleCallback(btDispatcher* dispatcher,btCollisionObject* body0,btCollisionObject* body1,bool isSwapped);

	void	setTimeStepAndCounters(btScalar collisionMarginTriangle,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);

	virtual ~btSoftBodyTriangleCallback();

	virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
	
	void clearCache();

	SIMD_FORCE_INLINE const btVector3& getAabbMin() const
	{
		return m_aabbMin;
	}
	SIMD_FORCE_INLINE const btVector3& getAabbMax() const
	{
		return m_aabbMax;
	}

};




/// btSoftBodyConcaveCollisionAlgorithm  supports collision between soft body shapes and (concave) trianges meshes.
class btSoftBodyConcaveCollisionAlgorithm  : public btCollisionAlgorithm
{

	bool	m_isSwapped;

	btSoftBodyTriangleCallback m_btSoftBodyTriangleCallback;

public:

	btSoftBodyConcaveCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1,bool isSwapped);

	virtual ~btSoftBodyConcaveCollisionAlgorithm();

	virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);

	btScalar	calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);

	virtual	void	getAllContactManifolds(btManifoldArray&	manifoldArray)
	{
		//we don't add any manifolds
	}

	void	clearCache();

	struct CreateFunc :public 	btCollisionAlgorithmCreateFunc
	{
		virtual	btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
		{
			void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftBodyConcaveCollisionAlgorithm));
			return new(mem) btSoftBodyConcaveCollisionAlgorithm(ci,body0,body1,false);
		}
	};

	struct SwappedCreateFunc :public 	btCollisionAlgorithmCreateFunc
	{
		virtual	btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
		{
			void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftBodyConcaveCollisionAlgorithm));
			return new(mem) btSoftBodyConcaveCollisionAlgorithm(ci,body0,body1,true);
		}
	};

};

#endif //SOFT_BODY_CONCAVE_COLLISION_ALGORITHM_H