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authorsanine <sanine.not@pm.me>2022-10-01 20:59:36 -0500
committersanine <sanine.not@pm.me>2022-10-01 20:59:36 -0500
commitc5fc66ee58f2c60f2d226868bb1cf5b91badaf53 (patch)
tree277dd280daf10bf77013236b8edfa5f88708c7e0 /libs/ode-0.16.1/ode/src/collision_trimesh_box.cpp
parent1cf9cc3408af7008451f9133fb95af66a9697d15 (diff)
add ode
Diffstat (limited to 'libs/ode-0.16.1/ode/src/collision_trimesh_box.cpp')
-rw-r--r--libs/ode-0.16.1/ode/src/collision_trimesh_box.cpp1380
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diff --git a/libs/ode-0.16.1/ode/src/collision_trimesh_box.cpp b/libs/ode-0.16.1/ode/src/collision_trimesh_box.cpp
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+++ b/libs/ode-0.16.1/ode/src/collision_trimesh_box.cpp
@@ -0,0 +1,1380 @@
+/*************************************************************************
+ * *
+ * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. *
+ * All rights reserved. Email: russ@q12.org Web: www.q12.org *
+ * *
+ * This library is free software; you can redistribute it and/or *
+ * modify it under the terms of EITHER: *
+ * (1) The GNU Lesser General Public License as published by the Free *
+ * Software Foundation; either version 2.1 of the License, or (at *
+ * your option) any later version. The text of the GNU Lesser *
+ * General Public License is included with this library in the *
+ * file LICENSE.TXT. *
+ * (2) The BSD-style license that is included with this library in *
+ * the file LICENSE-BSD.TXT. *
+ * *
+ * This library is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
+ * LICENSE.TXT and LICENSE-BSD.TXT for more details. *
+ * *
+ *************************************************************************/
+
+
+/*************************************************************************
+ * *
+ * Triangle-box collider by Alen Ladavac and Vedran Klanac. *
+ * Ported to ODE by Oskari Nyman. *
+ * *
+ *************************************************************************/
+
+
+#include <ode/collision.h>
+#include <ode/rotation.h>
+#include "config.h"
+#include "matrix.h"
+#include "odemath.h"
+#include "collision_util.h"
+#include "collision_trimesh_internal.h"
+
+#if dTRIMESH_ENABLED
+
+
+// largest number, double or float
+#if defined(dSINGLE)
+#define MAXVALUE FLT_MAX
+#else
+#define MAXVALUE DBL_MAX
+#endif
+
+
+// dVector3
+// r=a-b
+#define SUBTRACT(a,b,r) dSubtractVectors3(r, a, b)
+
+
+// dVector3
+// a=b
+#define SET(a,b) dCopyVector3(a, b)
+
+
+// dMatrix3
+// a=b
+#define SETM(a,b) dCopyMatrix4x4(a, b)
+
+
+// dVector3
+// r=a+b
+#define ADD(a,b,r) dAddVectors3(r, a, b)
+
+
+// dMatrix3, int, dVector3
+// v=column a from m
+#define GETCOL(m,a,v) dGetMatrixColumn3(v, m, a)
+
+
+// dVector4, dVector3
+// distance between plane p and point v
+#define POINTDISTANCE(p,v) dPointPlaneDistance(v, p)
+
+
+// dVector4, dVector3, dReal
+// construct plane from normal and d
+#define CONSTRUCTPLANE(plane,normal,d) dConstructPlane(normal, d, plane)
+
+
+// dVector3
+// length of vector a
+#define LENGTHOF(a) dCalcVectorLength3(a)
+
+
+struct sTrimeshBoxColliderData
+{
+ sTrimeshBoxColliderData(): m_iBestAxis(0), m_iExitAxis(0), m_ctContacts(0) {}
+
+ void SetupInitialContext(dxTriMesh *TriMesh, dxGeom *BoxGeom,
+ int Flags, dContactGeom* Contacts, int Stride);
+ void TestCollisionForSingleTriangle(int Triint, dVector3 dv[3], bool &bOutFinishSearching);
+
+ bool _cldTestNormal(dReal fp0, dReal fR, dVector3 vNormal, int iAxis);
+ bool _cldTestFace(dReal fp0, dReal fp1, dReal fp2, dReal fR, dReal fD,
+ dVector3 vNormal, int iAxis);
+ bool _cldTestEdge(dReal fp0, dReal fp1, dReal fR, dReal fD,
+ dVector3 vNormal, int iAxis);
+ bool _cldTestSeparatingAxes(const dVector3 &v0, const dVector3 &v1, const dVector3 &v2);
+ void _cldClipping(const dVector3 &v0, const dVector3 &v1, const dVector3 &v2, int TriIndex);
+ bool _cldTestOneTriangle(const dVector3 &v0, const dVector3 &v1, const dVector3 &v2, int TriIndex);
+
+ void GenerateContact(int TriIndex, const dVector3 in_ContactPos, const dVector3 in_Normal, dReal in_Depth);
+
+ // box data
+ dMatrix3 m_mHullBoxRot;
+ dVector3 m_vHullBoxPos;
+ dVector3 m_vBoxHalfSize;
+
+ // mesh data
+ dVector3 m_vHullDstPos;
+
+ // global collider data
+ dVector3 m_vBestNormal;
+ dReal m_fBestDepth;
+ int m_iBestAxis;
+ int m_iExitAxis;
+ dVector3 m_vE0, m_vE1, m_vE2, m_vN;
+
+ // global info for contact creation
+ int m_iFlags;
+ dContactGeom *m_ContactGeoms;
+ int m_iStride;
+ dxGeom *m_Geom1;
+ dxGeom *m_Geom2;
+ int m_ctContacts;
+};
+
+// Test normal of mesh face as separating axis for intersection
+bool sTrimeshBoxColliderData::_cldTestNormal(dReal fp0, dReal fR, dVector3 vNormal, int iAxis)
+{
+ // calculate overlapping interval of box and triangle
+ dReal fDepth = fR+fp0;
+
+ // if we do not overlap
+ if ( fDepth<0 ) {
+ // do nothing
+ return false;
+ }
+
+ // calculate normal's length
+ dReal fLength = LENGTHOF(vNormal);
+ // if long enough
+ if ( fLength > 0.0f ) {
+
+ dReal fOneOverLength = 1.0f/fLength;
+ // normalize depth
+ fDepth = fDepth*fOneOverLength;
+
+ // get minimum depth
+ if (fDepth < m_fBestDepth) {
+ m_vBestNormal[0] = -vNormal[0]*fOneOverLength;
+ m_vBestNormal[1] = -vNormal[1]*fOneOverLength;
+ m_vBestNormal[2] = -vNormal[2]*fOneOverLength;
+ m_iBestAxis = iAxis;
+ //dAASSERT(fDepth>=0);
+ m_fBestDepth = fDepth;
+ }
+ }
+
+ return true;
+}
+
+
+
+
+// Test box axis as separating axis
+bool sTrimeshBoxColliderData::_cldTestFace(dReal fp0, dReal fp1, dReal fp2, dReal fR, dReal fD,
+ dVector3 vNormal, int iAxis)
+{
+ dReal fMin, fMax;
+
+ // find min of triangle interval
+ if ( fp0 < fp1 ) {
+ if ( fp0 < fp2 ) {
+ fMin = fp0;
+ } else {
+ fMin = fp2;
+ }
+ } else {
+ if( fp1 < fp2 ) {
+ fMin = fp1;
+ } else {
+ fMin = fp2;
+ }
+ }
+
+ // find max of triangle interval
+ if ( fp0 > fp1 ) {
+ if ( fp0 > fp2 ) {
+ fMax = fp0;
+ } else {
+ fMax = fp2;
+ }
+ } else {
+ if( fp1 > fp2 ) {
+ fMax = fp1;
+ } else {
+ fMax = fp2;
+ }
+ }
+
+ // calculate minimum and maximum depth
+ dReal fDepthMin = fR - fMin;
+ dReal fDepthMax = fMax + fR;
+
+ // if we dont't have overlapping interval
+ if ( fDepthMin < 0 || fDepthMax < 0 ) {
+ // do nothing
+ return false;
+ }
+
+ dReal fDepth = 0;
+
+ // if greater depth is on negative side
+ if ( fDepthMin > fDepthMax ) {
+ // use smaller depth (one from positive side)
+ fDepth = fDepthMax;
+ // flip normal direction
+ vNormal[0] = -vNormal[0];
+ vNormal[1] = -vNormal[1];
+ vNormal[2] = -vNormal[2];
+ fD = -fD;
+ // if greater depth is on positive side
+ } else {
+ // use smaller depth (one from negative side)
+ fDepth = fDepthMin;
+ }
+
+ // if lower depth than best found so far
+ if (fDepth < m_fBestDepth) {
+ // remember current axis as best axis
+ m_vBestNormal[0] = vNormal[0];
+ m_vBestNormal[1] = vNormal[1];
+ m_vBestNormal[2] = vNormal[2];
+ m_iBestAxis = iAxis;
+ //dAASSERT(fDepth>=0);
+ m_fBestDepth = fDepth;
+ }
+
+ return true;
+}
+
+// Test cross products of box axis and triangle edges as separating axis
+bool sTrimeshBoxColliderData::_cldTestEdge(dReal fp0, dReal fp1, dReal fR, dReal fD,
+ dVector3 vNormal, int iAxis)
+{
+ dReal fMin, fMax;
+
+ // ===== Begin Patch by Francisco Leon, 2006/10/28 =====
+
+ // Fixed Null Normal. This prevents boxes passing
+ // through trimeshes at certain contact angles
+
+ fMin = vNormal[0] * vNormal[0] +
+ vNormal[1] * vNormal[1] +
+ vNormal[2] * vNormal[2];
+
+ if ( fMin <= dEpsilon ) /// THIS NORMAL WOULD BE DANGEROUS
+ return true;
+
+ // ===== Ending Patch by Francisco Leon =====
+
+
+ // calculate min and max interval values
+ if ( fp0 < fp1 ) {
+ fMin = fp0;
+ fMax = fp1;
+ } else {
+ fMin = fp1;
+ fMax = fp0;
+ }
+
+ // check if we overlapp
+ dReal fDepthMin = fR - fMin;
+ dReal fDepthMax = fMax + fR;
+
+ // if we don't overlapp
+ if ( fDepthMin < 0 || fDepthMax < 0 ) {
+ // do nothing
+ return false;
+ }
+
+ dReal fDepth;
+
+ // if greater depth is on negative side
+ if ( fDepthMin > fDepthMax ) {
+ // use smaller depth (one from positive side)
+ fDepth = fDepthMax;
+ // flip normal direction
+ vNormal[0] = -vNormal[0];
+ vNormal[1] = -vNormal[1];
+ vNormal[2] = -vNormal[2];
+ fD = -fD;
+ // if greater depth is on positive side
+ } else {
+ // use smaller depth (one from negative side)
+ fDepth = fDepthMin;
+ }
+
+ // calculate normal's length
+ dReal fLength = LENGTHOF(vNormal);
+
+ // if long enough
+ if ( fLength > 0.0f ) {
+
+ // normalize depth
+ dReal fOneOverLength = 1.0f/fLength;
+ fDepth = fDepth*fOneOverLength;
+ fD*=fOneOverLength;
+
+ // if lower depth than best found so far (favor face over edges)
+ if (fDepth*1.5f < m_fBestDepth) {
+ // remember current axis as best axis
+ m_vBestNormal[0] = vNormal[0]*fOneOverLength;
+ m_vBestNormal[1] = vNormal[1]*fOneOverLength;
+ m_vBestNormal[2] = vNormal[2]*fOneOverLength;
+ m_iBestAxis = iAxis;
+ //dAASSERT(fDepth>=0);
+ m_fBestDepth = fDepth;
+ }
+ }
+
+ return true;
+}
+
+
+// clip polygon with plane and generate new polygon points
+static void _cldClipPolyToPlane( dVector3 avArrayIn[], int ctIn,
+ dVector3 avArrayOut[], int &ctOut,
+ const dVector4 &plPlane )
+{
+ // start with no output points
+ ctOut = 0;
+
+ int i0 = ctIn-1;
+
+ // for each edge in input polygon
+ for (int i1=0; i1<ctIn; i0=i1, i1++) {
+
+
+ // calculate distance of edge points to plane
+ dReal fDistance0 = POINTDISTANCE( plPlane ,avArrayIn[i0] );
+ dReal fDistance1 = POINTDISTANCE( plPlane ,avArrayIn[i1] );
+
+
+ // if first point is in front of plane
+ if( fDistance0 >= 0 ) {
+ // emit point
+ avArrayOut[ctOut][0] = avArrayIn[i0][0];
+ avArrayOut[ctOut][1] = avArrayIn[i0][1];
+ avArrayOut[ctOut][2] = avArrayIn[i0][2];
+ ctOut++;
+ }
+
+ // if points are on different sides
+ if( (fDistance0 > 0 && fDistance1 < 0) || ( fDistance0 < 0 && fDistance1 > 0) ) {
+
+ // find intersection point of edge and plane
+ dVector3 vIntersectionPoint;
+ vIntersectionPoint[0]= avArrayIn[i0][0] - (avArrayIn[i0][0]-avArrayIn[i1][0])*fDistance0/(fDistance0-fDistance1);
+ vIntersectionPoint[1]= avArrayIn[i0][1] - (avArrayIn[i0][1]-avArrayIn[i1][1])*fDistance0/(fDistance0-fDistance1);
+ vIntersectionPoint[2]= avArrayIn[i0][2] - (avArrayIn[i0][2]-avArrayIn[i1][2])*fDistance0/(fDistance0-fDistance1);
+
+ // emit intersection point
+ avArrayOut[ctOut][0] = vIntersectionPoint[0];
+ avArrayOut[ctOut][1] = vIntersectionPoint[1];
+ avArrayOut[ctOut][2] = vIntersectionPoint[2];
+ ctOut++;
+ }
+ }
+
+}
+
+
+
+
+bool sTrimeshBoxColliderData::_cldTestSeparatingAxes(const dVector3 &v0, const dVector3 &v1, const dVector3 &v2) {
+ // reset best axis
+ m_iBestAxis = 0;
+ m_iExitAxis = -1;
+ m_fBestDepth = MAXVALUE;
+
+ // calculate edges
+ SUBTRACT(v1,v0,m_vE0);
+ SUBTRACT(v2,v0,m_vE1);
+ SUBTRACT(m_vE1,m_vE0,m_vE2);
+
+ // calculate poly normal
+ dCalcVectorCross3(m_vN,m_vE0,m_vE1);
+
+ // calculate length of face normal
+ dReal fNLen = LENGTHOF(m_vN);
+
+ // Even though all triangles might be initially valid,
+ // a triangle may degenerate into a segment after applying
+ // space transformation.
+ if (!fNLen) {
+ return false;
+ }
+
+ // extract box axes as vectors
+ dVector3 vA0,vA1,vA2;
+ GETCOL(m_mHullBoxRot,0,vA0);
+ GETCOL(m_mHullBoxRot,1,vA1);
+ GETCOL(m_mHullBoxRot,2,vA2);
+
+ // box halfsizes
+ dReal fa0 = m_vBoxHalfSize[0];
+ dReal fa1 = m_vBoxHalfSize[1];
+ dReal fa2 = m_vBoxHalfSize[2];
+
+ // calculate relative position between box and triangle
+ dVector3 vD;
+ SUBTRACT(v0,m_vHullBoxPos,vD);
+
+ dVector3 vL;
+ dReal fp0, fp1, fp2, fR, fD;
+
+ // Test separating axes for intersection
+ // ************************************************
+ // Axis 1 - Triangle Normal
+ SET(vL,m_vN);
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0;
+ fp2 = fp0;
+ fR=fa0*dFabs( dCalcVectorDot3(m_vN,vA0) ) + fa1 * dFabs( dCalcVectorDot3(m_vN,vA1) ) + fa2 * dFabs( dCalcVectorDot3(m_vN,vA2) );
+
+ if (!_cldTestNormal(fp0, fR, vL, 1)) {
+ m_iExitAxis=1;
+ return false;
+ }
+
+ // ************************************************
+
+ // Test Faces
+ // ************************************************
+ // Axis 2 - Box X-Axis
+ SET(vL,vA0);
+ fD = dCalcVectorDot3(vL,m_vN)/fNLen;
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0 + dCalcVectorDot3(vA0,m_vE0);
+ fp2 = fp0 + dCalcVectorDot3(vA0,m_vE1);
+ fR = fa0;
+
+ if (!_cldTestFace(fp0, fp1, fp2, fR, fD, vL, 2)) {
+ m_iExitAxis=2;
+ return false;
+ }
+ // ************************************************
+
+ // ************************************************
+ // Axis 3 - Box Y-Axis
+ SET(vL,vA1);
+ fD = dCalcVectorDot3(vL,m_vN)/fNLen;
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0 + dCalcVectorDot3(vA1,m_vE0);
+ fp2 = fp0 + dCalcVectorDot3(vA1,m_vE1);
+ fR = fa1;
+
+ if (!_cldTestFace(fp0, fp1, fp2, fR, fD, vL, 3)) {
+ m_iExitAxis=3;
+ return false;
+ }
+
+ // ************************************************
+
+ // ************************************************
+ // Axis 4 - Box Z-Axis
+ SET(vL,vA2);
+ fD = dCalcVectorDot3(vL,m_vN)/fNLen;
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0 + dCalcVectorDot3(vA2,m_vE0);
+ fp2 = fp0 + dCalcVectorDot3(vA2,m_vE1);
+ fR = fa2;
+
+ if (!_cldTestFace(fp0, fp1, fp2, fR, fD, vL, 4)) {
+ m_iExitAxis=4;
+ return false;
+ }
+
+ // ************************************************
+
+ // Test Edges
+ // ************************************************
+ // Axis 5 - Box X-Axis cross Edge0
+ dCalcVectorCross3(vL,vA0,m_vE0);
+ fD = dCalcVectorDot3(vL,m_vN)/fNLen;
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0;
+ fp2 = fp0 + dCalcVectorDot3(vA0,m_vN);
+ fR = fa1 * dFabs(dCalcVectorDot3(vA2,m_vE0)) + fa2 * dFabs(dCalcVectorDot3(vA1,m_vE0));
+
+ if (!_cldTestEdge(fp1, fp2, fR, fD, vL, 5)) {
+ m_iExitAxis=5;
+ return false;
+ }
+ // ************************************************
+
+ // ************************************************
+ // Axis 6 - Box X-Axis cross Edge1
+ dCalcVectorCross3(vL,vA0,m_vE1);
+ fD = dCalcVectorDot3(vL,m_vN)/fNLen;
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0 - dCalcVectorDot3(vA0,m_vN);
+ fp2 = fp0;
+ fR = fa1 * dFabs(dCalcVectorDot3(vA2,m_vE1)) + fa2 * dFabs(dCalcVectorDot3(vA1,m_vE1));
+
+ if (!_cldTestEdge(fp0, fp1, fR, fD, vL, 6)) {
+ m_iExitAxis=6;
+ return false;
+ }
+ // ************************************************
+
+ // ************************************************
+ // Axis 7 - Box X-Axis cross Edge2
+ dCalcVectorCross3(vL,vA0,m_vE2);
+ fD = dCalcVectorDot3(vL,m_vN)/fNLen;
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0 - dCalcVectorDot3(vA0,m_vN);
+ fp2 = fp0 - dCalcVectorDot3(vA0,m_vN);
+ fR = fa1 * dFabs(dCalcVectorDot3(vA2,m_vE2)) + fa2 * dFabs(dCalcVectorDot3(vA1,m_vE2));
+
+ if (!_cldTestEdge(fp0, fp1, fR, fD, vL, 7)) {
+ m_iExitAxis=7;
+ return false;
+ }
+
+ // ************************************************
+
+ // ************************************************
+ // Axis 8 - Box Y-Axis cross Edge0
+ dCalcVectorCross3(vL,vA1,m_vE0);
+ fD = dCalcVectorDot3(vL,m_vN)/fNLen;
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0;
+ fp2 = fp0 + dCalcVectorDot3(vA1,m_vN);
+ fR = fa0 * dFabs(dCalcVectorDot3(vA2,m_vE0)) + fa2 * dFabs(dCalcVectorDot3(vA0,m_vE0));
+
+ if (!_cldTestEdge(fp0, fp2, fR, fD, vL, 8)) {
+ m_iExitAxis=8;
+ return false;
+ }
+
+ // ************************************************
+
+ // ************************************************
+ // Axis 9 - Box Y-Axis cross Edge1
+ dCalcVectorCross3(vL,vA1,m_vE1);
+ fD = dCalcVectorDot3(vL,m_vN)/fNLen;
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0 - dCalcVectorDot3(vA1,m_vN);
+ fp2 = fp0;
+ fR = fa0 * dFabs(dCalcVectorDot3(vA2,m_vE1)) + fa2 * dFabs(dCalcVectorDot3(vA0,m_vE1));
+
+ if (!_cldTestEdge(fp0, fp1, fR, fD, vL, 9)) {
+ m_iExitAxis=9;
+ return false;
+ }
+
+ // ************************************************
+
+ // ************************************************
+ // Axis 10 - Box Y-Axis cross Edge2
+ dCalcVectorCross3(vL,vA1,m_vE2);
+ fD = dCalcVectorDot3(vL,m_vN)/fNLen;
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0 - dCalcVectorDot3(vA1,m_vN);
+ fp2 = fp0 - dCalcVectorDot3(vA1,m_vN);
+ fR = fa0 * dFabs(dCalcVectorDot3(vA2,m_vE2)) + fa2 * dFabs(dCalcVectorDot3(vA0,m_vE2));
+
+ if (!_cldTestEdge(fp0, fp1, fR, fD, vL, 10)) {
+ m_iExitAxis=10;
+ return false;
+ }
+
+ // ************************************************
+
+ // ************************************************
+ // Axis 11 - Box Z-Axis cross Edge0
+ dCalcVectorCross3(vL,vA2,m_vE0);
+ fD = dCalcVectorDot3(vL,m_vN)/fNLen;
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0;
+ fp2 = fp0 + dCalcVectorDot3(vA2,m_vN);
+ fR = fa0 * dFabs(dCalcVectorDot3(vA1,m_vE0)) + fa1 * dFabs(dCalcVectorDot3(vA0,m_vE0));
+
+ if (!_cldTestEdge(fp0, fp2, fR, fD, vL, 11)) {
+ m_iExitAxis=11;
+ return false;
+ }
+ // ************************************************
+
+ // ************************************************
+ // Axis 12 - Box Z-Axis cross Edge1
+ dCalcVectorCross3(vL,vA2,m_vE1);
+ fD = dCalcVectorDot3(vL,m_vN)/fNLen;
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0 - dCalcVectorDot3(vA2,m_vN);
+ fp2 = fp0;
+ fR = fa0 * dFabs(dCalcVectorDot3(vA1,m_vE1)) + fa1 * dFabs(dCalcVectorDot3(vA0,m_vE1));
+
+ if (!_cldTestEdge(fp0, fp1, fR, fD, vL, 12)) {
+ m_iExitAxis=12;
+ return false;
+ }
+ // ************************************************
+
+ // ************************************************
+ // Axis 13 - Box Z-Axis cross Edge2
+ dCalcVectorCross3(vL,vA2,m_vE2);
+ fD = dCalcVectorDot3(vL,m_vN)/fNLen;
+ fp0 = dCalcVectorDot3(vL,vD);
+ fp1 = fp0 - dCalcVectorDot3(vA2,m_vN);
+ fp2 = fp0 - dCalcVectorDot3(vA2,m_vN);
+ fR = fa0 * dFabs(dCalcVectorDot3(vA1,m_vE2)) + fa1 * dFabs(dCalcVectorDot3(vA0,m_vE2));
+
+ if (!_cldTestEdge(fp0, fp1, fR, fD, vL, 13)) {
+ m_iExitAxis=13;
+ return false;
+ }
+
+ // ************************************************
+ return true;
+}
+
+
+
+
+
+// find two closest points on two lines
+static bool _cldClosestPointOnTwoLines(
+ dVector3 vPoint1, dVector3 vLenVec1, dVector3 vPoint2, dVector3 vLenVec2,
+ dReal &fvalue1, dReal &fvalue2)
+{
+ // calculate denominator
+ dVector3 vp;
+ SUBTRACT(vPoint2,vPoint1,vp);
+ dReal fuaub = dCalcVectorDot3(vLenVec1,vLenVec2);
+ dReal fq1 = dCalcVectorDot3(vLenVec1,vp);
+ dReal fq2 = -dCalcVectorDot3(vLenVec2,vp);
+ dReal fd = 1.0f - fuaub * fuaub;
+
+ // if denominator is positive
+ if (fd > 0.0f) {
+ // calculate points of closest approach
+ fd = 1.0f/fd;
+ fvalue1 = (fq1 + fuaub*fq2)*fd;
+ fvalue2 = (fuaub*fq1 + fq2)*fd;
+ return true;
+ // otherwise
+ } else {
+ // lines are parallel
+ fvalue1 = 0.0f;
+ fvalue2 = 0.0f;
+ return false;
+ }
+}
+
+
+
+
+
+// clip and generate contacts
+void sTrimeshBoxColliderData::_cldClipping(const dVector3 &v0, const dVector3 &v1, const dVector3 &v2, int TriIndex) {
+ dIASSERT( !(m_iFlags & CONTACTS_UNIMPORTANT) || m_ctContacts < (m_iFlags & NUMC_MASK) ); // Do not call the function if there is no room to store results
+
+ // if we have edge/edge intersection
+ if (m_iBestAxis > 4 ) {
+ dVector3 vub,vPb,vPa;
+
+ SET(vPa,m_vHullBoxPos);
+
+ // calculate point on box edge
+ for( int i=0; i<3; i++) {
+ dVector3 vRotCol;
+ GETCOL(m_mHullBoxRot,i,vRotCol);
+ dReal fSign = dCalcVectorDot3(m_vBestNormal,vRotCol) > 0 ? 1.0f : -1.0f;
+
+ vPa[0] += fSign * m_vBoxHalfSize[i] * vRotCol[0];
+ vPa[1] += fSign * m_vBoxHalfSize[i] * vRotCol[1];
+ vPa[2] += fSign * m_vBoxHalfSize[i] * vRotCol[2];
+ }
+
+ int iEdge = (m_iBestAxis-5)%3;
+
+ // decide which edge is on triangle
+ if ( iEdge == 0 ) {
+ SET(vPb,v0);
+ SET(vub,m_vE0);
+ } else if ( iEdge == 1) {
+ SET(vPb,v2);
+ SET(vub,m_vE1);
+ } else {
+ SET(vPb,v1);
+ SET(vub,m_vE2);
+ }
+
+
+ // setup direction parameter for face edge
+ dNormalize3(vub);
+
+ dReal fParam1, fParam2;
+
+ // setup direction parameter for box edge
+ dVector3 vua;
+ int col=(m_iBestAxis-5)/3;
+ GETCOL(m_mHullBoxRot,col,vua);
+
+ // find two closest points on both edges
+ _cldClosestPointOnTwoLines( vPa, vua, vPb, vub, fParam1, fParam2 );
+ vPa[0] += vua[0]*fParam1;
+ vPa[1] += vua[1]*fParam1;
+ vPa[2] += vua[2]*fParam1;
+
+ vPb[0] += vub[0]*fParam2;
+ vPb[1] += vub[1]*fParam2;
+ vPb[2] += vub[2]*fParam2;
+
+ // calculate collision point
+ dVector3 vPntTmp;
+ ADD(vPa,vPb,vPntTmp);
+
+ vPntTmp[0]*=0.5f;
+ vPntTmp[1]*=0.5f;
+ vPntTmp[2]*=0.5f;
+
+ // generate contact point between two closest points
+ GenerateContact(TriIndex, vPntTmp, m_vBestNormal, m_fBestDepth);
+
+
+ // if triangle is the referent face then clip box to triangle face
+ } else if (m_iBestAxis == 1) {
+
+ dVector3 vNormal2;
+ vNormal2[0]=-m_vBestNormal[0];
+ vNormal2[1]=-m_vBestNormal[1];
+ vNormal2[2]=-m_vBestNormal[2];
+
+
+ // vNr is normal in box frame, pointing from triangle to box
+ dMatrix3 mTransposed;
+ mTransposed[0*4+0]=m_mHullBoxRot[0*4+0];
+ mTransposed[0*4+1]=m_mHullBoxRot[1*4+0];
+ mTransposed[0*4+2]=m_mHullBoxRot[2*4+0];
+
+ mTransposed[1*4+0]=m_mHullBoxRot[0*4+1];
+ mTransposed[1*4+1]=m_mHullBoxRot[1*4+1];
+ mTransposed[1*4+2]=m_mHullBoxRot[2*4+1];
+
+ mTransposed[2*4+0]=m_mHullBoxRot[0*4+2];
+ mTransposed[2*4+1]=m_mHullBoxRot[1*4+2];
+ mTransposed[2*4+2]=m_mHullBoxRot[2*4+2];
+
+ dVector3 vNr;
+ vNr[0]=mTransposed[0*4+0]*vNormal2[0]+ mTransposed[0*4+1]*vNormal2[1]+ mTransposed[0*4+2]*vNormal2[2];
+ vNr[1]=mTransposed[1*4+0]*vNormal2[0]+ mTransposed[1*4+1]*vNormal2[1]+ mTransposed[1*4+2]*vNormal2[2];
+ vNr[2]=mTransposed[2*4+0]*vNormal2[0]+ mTransposed[2*4+1]*vNormal2[1]+ mTransposed[2*4+2]*vNormal2[2];
+
+
+ dVector3 vAbsNormal;
+ vAbsNormal[0] = dFabs( vNr[0] );
+ vAbsNormal[1] = dFabs( vNr[1] );
+ vAbsNormal[2] = dFabs( vNr[2] );
+
+ // get closest face from box
+ int iB0, iB1, iB2;
+ if (vAbsNormal[1] > vAbsNormal[0]) {
+ if (vAbsNormal[1] > vAbsNormal[2]) {
+ iB1 = 0; iB0 = 1; iB2 = 2;
+ } else {
+ iB1 = 0; iB2 = 1; iB0 = 2;
+ }
+ } else {
+
+ if (vAbsNormal[0] > vAbsNormal[2]) {
+ iB0 = 0; iB1 = 1; iB2 = 2;
+ } else {
+ iB1 = 0; iB2 = 1; iB0 = 2;
+ }
+ }
+
+ // Here find center of box face we are going to project
+ dVector3 vCenter;
+ dVector3 vRotCol;
+ GETCOL(m_mHullBoxRot,iB0,vRotCol);
+
+ if (vNr[iB0] > 0) {
+ vCenter[0] = m_vHullBoxPos[0] - v0[0] - m_vBoxHalfSize[iB0] * vRotCol[0];
+ vCenter[1] = m_vHullBoxPos[1] - v0[1] - m_vBoxHalfSize[iB0] * vRotCol[1];
+ vCenter[2] = m_vHullBoxPos[2] - v0[2] - m_vBoxHalfSize[iB0] * vRotCol[2];
+ } else {
+ vCenter[0] = m_vHullBoxPos[0] - v0[0] + m_vBoxHalfSize[iB0] * vRotCol[0];
+ vCenter[1] = m_vHullBoxPos[1] - v0[1] + m_vBoxHalfSize[iB0] * vRotCol[1];
+ vCenter[2] = m_vHullBoxPos[2] - v0[2] + m_vBoxHalfSize[iB0] * vRotCol[2];
+ }
+
+ // Here find 4 corner points of box
+ dVector3 avPoints[4];
+
+ dVector3 vRotCol2;
+ GETCOL(m_mHullBoxRot,iB1,vRotCol);
+ GETCOL(m_mHullBoxRot,iB2,vRotCol2);
+
+ for(int x=0;x<3;x++) {
+ avPoints[0][x] = vCenter[x] + (m_vBoxHalfSize[iB1] * vRotCol[x]) - (m_vBoxHalfSize[iB2] * vRotCol2[x]);
+ avPoints[1][x] = vCenter[x] - (m_vBoxHalfSize[iB1] * vRotCol[x]) - (m_vBoxHalfSize[iB2] * vRotCol2[x]);
+ avPoints[2][x] = vCenter[x] - (m_vBoxHalfSize[iB1] * vRotCol[x]) + (m_vBoxHalfSize[iB2] * vRotCol2[x]);
+ avPoints[3][x] = vCenter[x] + (m_vBoxHalfSize[iB1] * vRotCol[x]) + (m_vBoxHalfSize[iB2] * vRotCol2[x]);
+ }
+
+ // clip Box face with 4 planes of triangle (1 face plane, 3 egde planes)
+ dVector3 avTempArray1[9];
+ dVector3 avTempArray2[9];
+ dVector4 plPlane;
+
+ int iTempCnt1=0;
+ int iTempCnt2=0;
+
+ // zeroify vectors - necessary?
+ for(int i=0; i<9; i++) {
+ avTempArray1[i][0]=0;
+ avTempArray1[i][1]=0;
+ avTempArray1[i][2]=0;
+
+ avTempArray2[i][0]=0;
+ avTempArray2[i][1]=0;
+ avTempArray2[i][2]=0;
+ }
+
+
+ // Normal plane
+ dVector3 vTemp;
+ vTemp[0]=-m_vN[0];
+ vTemp[1]=-m_vN[1];
+ vTemp[2]=-m_vN[2];
+ dNormalize3(vTemp);
+ CONSTRUCTPLANE(plPlane,vTemp,0);
+
+ _cldClipPolyToPlane( avPoints, 4, avTempArray1, iTempCnt1, plPlane );
+
+
+ // Plane p0
+ dVector3 vTemp2;
+ SUBTRACT(v1,v0,vTemp2);
+ dCalcVectorCross3(vTemp,m_vN,vTemp2);
+ dNormalize3(vTemp);
+ CONSTRUCTPLANE(plPlane,vTemp,0);
+
+ _cldClipPolyToPlane( avTempArray1, iTempCnt1, avTempArray2, iTempCnt2, plPlane );
+
+ // Plane p1
+ SUBTRACT(v2,v1,vTemp2);
+ dCalcVectorCross3(vTemp,m_vN,vTemp2);
+ dNormalize3(vTemp);
+ SUBTRACT(v0,v2,vTemp2);
+ CONSTRUCTPLANE(plPlane,vTemp,dCalcVectorDot3(vTemp2,vTemp));
+
+ _cldClipPolyToPlane( avTempArray2, iTempCnt2, avTempArray1, iTempCnt1, plPlane );
+
+ // Plane p2
+ SUBTRACT(v0,v2,vTemp2);
+ dCalcVectorCross3(vTemp,m_vN,vTemp2);
+ dNormalize3(vTemp);
+ CONSTRUCTPLANE(plPlane,vTemp,0);
+
+ _cldClipPolyToPlane( avTempArray1, iTempCnt1, avTempArray2, iTempCnt2, plPlane );
+
+ // END of clipping polygons
+
+ // for each generated contact point
+ for ( int i=0; i<iTempCnt2; i++ ) {
+ // calculate depth
+ dReal fTempDepth = dCalcVectorDot3(vNormal2,avTempArray2[i]);
+
+ // clamp depth to zero
+ if (fTempDepth > 0) {
+ fTempDepth = 0;
+ }
+
+ dVector3 vPntTmp;
+ ADD(avTempArray2[i],v0,vPntTmp);
+
+ GenerateContact(TriIndex, vPntTmp, m_vBestNormal, -fTempDepth);
+
+ if ((m_ctContacts | CONTACTS_UNIMPORTANT) == (m_iFlags & (NUMC_MASK | CONTACTS_UNIMPORTANT))) {
+ break;
+ }
+ }
+
+ //dAASSERT(m_ctContacts>0);
+
+ // if box face is the referent face, then clip triangle on box face
+ } else { // 2 <= if iBestAxis <= 4
+
+ // get normal of box face
+ dVector3 vNormal2;
+ SET(vNormal2,m_vBestNormal);
+
+ // get indices of box axes in correct order
+ int iA0,iA1,iA2;
+ iA0 = m_iBestAxis-2;
+ if ( iA0 == 0 ) {
+ iA1 = 1; iA2 = 2;
+ } else if ( iA0 == 1 ) {
+ iA1 = 0; iA2 = 2;
+ } else {
+ iA1 = 0; iA2 = 1;
+ }
+
+ dVector3 avPoints[3];
+ // calculate triangle vertices in box frame
+ SUBTRACT(v0,m_vHullBoxPos,avPoints[0]);
+ SUBTRACT(v1,m_vHullBoxPos,avPoints[1]);
+ SUBTRACT(v2,m_vHullBoxPos,avPoints[2]);
+
+ // CLIP Polygons
+ // define temp data for clipping
+ dVector3 avTempArray1[9];
+ dVector3 avTempArray2[9];
+
+ int iTempCnt1, iTempCnt2;
+
+ // zeroify vectors - necessary?
+ for(int i=0; i<9; i++) {
+ avTempArray1[i][0]=0;
+ avTempArray1[i][1]=0;
+ avTempArray1[i][2]=0;
+
+ avTempArray2[i][0]=0;
+ avTempArray2[i][1]=0;
+ avTempArray2[i][2]=0;
+ }
+
+ // clip triangle with 5 box planes (1 face plane, 4 edge planes)
+
+ dVector4 plPlane;
+
+ // Normal plane
+ dVector3 vTemp;
+ vTemp[0]=-vNormal2[0];
+ vTemp[1]=-vNormal2[1];
+ vTemp[2]=-vNormal2[2];
+ CONSTRUCTPLANE(plPlane,vTemp,m_vBoxHalfSize[iA0]);
+
+ _cldClipPolyToPlane( avPoints, 3, avTempArray1, iTempCnt1, plPlane );
+
+
+ // Plane p0
+ GETCOL(m_mHullBoxRot,iA1,vTemp);
+ CONSTRUCTPLANE(plPlane,vTemp,m_vBoxHalfSize[iA1]);
+
+ _cldClipPolyToPlane( avTempArray1, iTempCnt1, avTempArray2, iTempCnt2, plPlane );
+
+
+ // Plane p1
+ GETCOL(m_mHullBoxRot,iA1,vTemp);
+ vTemp[0]=-vTemp[0];
+ vTemp[1]=-vTemp[1];
+ vTemp[2]=-vTemp[2];
+ CONSTRUCTPLANE(plPlane,vTemp,m_vBoxHalfSize[iA1]);
+
+ _cldClipPolyToPlane( avTempArray2, iTempCnt2, avTempArray1, iTempCnt1, plPlane );
+
+ // Plane p2
+ GETCOL(m_mHullBoxRot,iA2,vTemp);
+ CONSTRUCTPLANE(plPlane,vTemp,m_vBoxHalfSize[iA2]);
+
+ _cldClipPolyToPlane( avTempArray1, iTempCnt1, avTempArray2, iTempCnt2, plPlane );
+
+ // Plane p3
+ GETCOL(m_mHullBoxRot,iA2,vTemp);
+ vTemp[0]=-vTemp[0];
+ vTemp[1]=-vTemp[1];
+ vTemp[2]=-vTemp[2];
+ CONSTRUCTPLANE(plPlane,vTemp,m_vBoxHalfSize[iA2]);
+
+ _cldClipPolyToPlane( avTempArray2, iTempCnt2, avTempArray1, iTempCnt1, plPlane );
+
+
+ // for each generated contact point
+ for ( int i=0; i<iTempCnt1; i++ ) {
+ // calculate depth
+ dReal fTempDepth = dCalcVectorDot3(vNormal2,avTempArray1[i])-m_vBoxHalfSize[iA0];
+
+ // clamp depth to zero
+ if (fTempDepth > 0) {
+ fTempDepth = 0;
+ }
+
+ // generate contact data
+ dVector3 vPntTmp;
+ ADD(avTempArray1[i],m_vHullBoxPos,vPntTmp);
+
+ GenerateContact(TriIndex, vPntTmp, m_vBestNormal, -fTempDepth);
+
+ if ((m_ctContacts | CONTACTS_UNIMPORTANT) == (m_iFlags & (NUMC_MASK | CONTACTS_UNIMPORTANT))) {
+ break;
+ }
+ }
+
+ //dAASSERT(m_ctContacts>0);
+ }
+}
+
+// GenerateContact - Written by Jeff Smith (jeff@burri.to)
+// Generate a "unique" contact. A unique contact has a unique
+// position or normal. If the potential contact has the same
+// position and normal as an existing contact, but a larger
+// penetration depth, this new depth is used instead
+//
+void sTrimeshBoxColliderData::GenerateContact(int TriIndex, const dVector3 in_ContactPos, const dVector3 in_Normal, dReal in_Depth)
+{
+ int TriCount = m_ctContacts;
+
+ do
+ {
+ dContactGeom* TgtContact = NULL;
+ bool deeper = false;
+
+ if (!(m_iFlags & CONTACTS_UNIMPORTANT))
+ {
+ dReal MinDepth = dInfinity;
+ dContactGeom* MinContact = NULL;
+
+ bool duplicate = false;
+ for (int i = 0; i < TriCount; i++)
+ {
+ dContactGeom* Contact = SAFECONTACT(m_iFlags, m_ContactGeoms, i, m_iStride);
+
+ // same position?
+ dVector3 diff;
+ dSubtractVectors3(diff, in_ContactPos, Contact->pos);
+
+ if (dCalcVectorDot3(diff, diff) < dEpsilon)
+ {
+ // same normal?
+ if (REAL(1.0) - dCalcVectorDot3(in_Normal, Contact->normal) < dEpsilon)
+ {
+ if (in_Depth > Contact->depth)
+ {
+ Contact->depth = in_Depth;
+ Contact->side1 = TriIndex;
+ }
+
+ duplicate = true;
+ break;
+ }
+ }
+
+ if (Contact->depth < MinDepth)
+ {
+ MinDepth = Contact->depth;
+ MinContact = Contact;
+ }
+ }
+ if (duplicate)
+ {
+ break;
+ }
+
+ if (TriCount == (m_iFlags & NUMC_MASK))
+ {
+ if (!(MinDepth < in_Depth))
+ {
+ break;
+ }
+
+ TgtContact = MinContact;
+ deeper = true;
+ }
+ }
+ else
+ {
+ dIASSERT(TriCount < (m_iFlags & NUMC_MASK));
+ }
+
+ if (!deeper)
+ {
+ // Add a new contact
+ TgtContact = SAFECONTACT(m_iFlags, m_ContactGeoms, TriCount, m_iStride);
+ TriCount++;
+
+ TgtContact->pos[3] = 0.0;
+
+ TgtContact->normal[3] = 0.0;
+
+ TgtContact->g1 = m_Geom1;
+ TgtContact->g2 = m_Geom2;
+
+ TgtContact->side2 = -1;
+ }
+
+ TgtContact->pos[0] = in_ContactPos[0];
+ TgtContact->pos[1] = in_ContactPos[1];
+ TgtContact->pos[2] = in_ContactPos[2];
+
+ TgtContact->normal[0] = in_Normal[0];
+ TgtContact->normal[1] = in_Normal[1];
+ TgtContact->normal[2] = in_Normal[2];
+
+ TgtContact->depth = in_Depth;
+
+ TgtContact->side1 = TriIndex;
+
+ m_ctContacts = TriCount;
+ }
+ while (false);
+}
+
+
+
+
+
+void sTrimeshBoxColliderData::SetupInitialContext(dxTriMesh *TriMesh, dxGeom *BoxGeom,
+ int Flags, dContactGeom* Contacts, int Stride)
+{
+ // get source hull position, orientation and half size
+ const dMatrix3& mRotBox=*(const dMatrix3*)dGeomGetRotation(BoxGeom);
+ const dVector3& vPosBox=*(const dVector3*)dGeomGetPosition(BoxGeom);
+
+ // to global
+ SETM(m_mHullBoxRot,mRotBox);
+ SET(m_vHullBoxPos,vPosBox);
+
+ dGeomBoxGetLengths(BoxGeom, m_vBoxHalfSize);
+ m_vBoxHalfSize[0] *= 0.5f;
+ m_vBoxHalfSize[1] *= 0.5f;
+ m_vBoxHalfSize[2] *= 0.5f;
+
+ // get destination hull position and orientation
+ const dVector3& vPosMesh=*(const dVector3*)dGeomGetPosition(TriMesh);
+
+ // to global
+ SET(m_vHullDstPos,vPosMesh);
+
+ // global info for contact creation
+ m_ctContacts = 0;
+ m_iStride=Stride;
+ m_iFlags=Flags;
+ m_ContactGeoms=Contacts;
+ m_Geom1=TriMesh;
+ m_Geom2=BoxGeom;
+
+ // reset stuff
+ m_fBestDepth = MAXVALUE;
+ m_vBestNormal[0]=0;
+ m_vBestNormal[1]=0;
+ m_vBestNormal[2]=0;
+}
+
+void sTrimeshBoxColliderData::TestCollisionForSingleTriangle(int Triint, dVector3 dv[3], bool &bOutFinishSearching)
+{
+ bool finish = false;
+
+ // test this triangle
+ if (_cldTestOneTriangle(dv[0], dv[1], dv[2], Triint))
+ {
+ /*
+ NOTE by Oleh_Derevenko:
+ The function continues checking triangles after maximal number
+ of contacts is reached because it selects maximal penetration depths.
+ See also comments in GenerateContact()
+ */
+ finish = ((m_ctContacts | CONTACTS_UNIMPORTANT) == (m_iFlags & (NUMC_MASK | CONTACTS_UNIMPORTANT)));
+ }
+
+ bOutFinishSearching = finish;
+}
+
+// test one mesh triangle on intersection with given box
+bool sTrimeshBoxColliderData::_cldTestOneTriangle(const dVector3 &v0, const dVector3 &v1, const dVector3 &v2, int TriIndex)//, void *pvUser)
+{
+ // do intersection test and find best separating axis
+ if (!_cldTestSeparatingAxes(v0, v1, v2)) {
+ // if not found do nothing
+ return false;
+ }
+
+ // if best separation axis is not found
+ if (m_iBestAxis == 0) {
+ // this should not happen (we should already exit in that case)
+ //dMessage (0, "best separation axis not found");
+ // do nothing
+ return false;
+ }
+
+ _cldClipping(v0, v1, v2, TriIndex);
+ return true;
+}
+
+
+// OPCODE version of box to mesh collider
+#if dTRIMESH_OPCODE
+static void dQueryBTLPotentialCollisionTriangles(OBBCollider &Collider,
+ const sTrimeshBoxColliderData &cData, dxTriMesh *TriMesh, dxGeom *BoxGeom,
+ OBBCache &BoxCache)
+{
+ // get destination hull position and orientation
+ const dMatrix3& mRotMesh=*(const dMatrix3*)dGeomGetRotation(TriMesh);
+ const dVector3& vPosMesh=*(const dVector3*)dGeomGetPosition(TriMesh);
+
+ Matrix4x4 MeshMatrix;
+ const dVector3 vZeroVector3 = { REAL(0.0), };
+ MakeMatrix(vZeroVector3, mRotMesh, MeshMatrix);
+
+ // get source hull position, orientation and half size
+ const dMatrix3& mRotBox=*(const dMatrix3*)dGeomGetRotation(BoxGeom);
+ const dVector3& vPosBox=*(const dVector3*)dGeomGetPosition(BoxGeom);
+
+ dVector3 vOffsetPosBox;
+ dSubtractVectors3(vOffsetPosBox, vPosBox, vPosMesh);
+
+ // Make OBB
+ OBB Box;
+ Box.mCenter.Set(vOffsetPosBox[0], vOffsetPosBox[1], vOffsetPosBox[2]);
+ Box.mExtents.Set(cData.m_vBoxHalfSize[0], cData.m_vBoxHalfSize[1], cData.m_vBoxHalfSize[2]);
+ Box.mRot.Set(
+ mRotBox[0], mRotBox[4], mRotBox[8],
+ mRotBox[1], mRotBox[5], mRotBox[9],
+ mRotBox[2], mRotBox[6], mRotBox[10]);
+
+ // TC results
+ if (TriMesh->getDoTC(dxTriMesh::TTC_BOX)) {
+ dxTriMesh::BoxTC* BoxTC = 0;
+ const int iBoxCacheSize = TriMesh->m_BoxTCCache.size();
+ for (int i = 0; i != iBoxCacheSize; i++){
+ if (TriMesh->m_BoxTCCache[i].Geom == BoxGeom){
+ BoxTC = &TriMesh->m_BoxTCCache[i];
+ break;
+ }
+ }
+ if (!BoxTC){
+ TriMesh->m_BoxTCCache.push(dxTriMesh::BoxTC());
+
+ BoxTC = &TriMesh->m_BoxTCCache[TriMesh->m_BoxTCCache.size() - 1];
+ BoxTC->Geom = BoxGeom;
+ BoxTC->FatCoeff = 1.1f; // Pierre recommends this, instead of 1.0
+ }
+
+ // Intersect
+ Collider.SetTemporalCoherence(true);
+ Collider.Collide(*BoxTC, Box, TriMesh->retrieveMeshBVTreeRef(), null, &MeshMatrix);
+ }
+ else {
+ Collider.SetTemporalCoherence(false);
+ Collider.Collide(BoxCache, Box, TriMesh->retrieveMeshBVTreeRef(), null, &MeshMatrix);
+ }
+}
+
+int dCollideBTL(dxGeom* g1, dxGeom* BoxGeom, int Flags, dContactGeom* Contacts, int Stride){
+ dIASSERT (Stride >= (int)sizeof(dContactGeom));
+ dIASSERT (g1->type == dTriMeshClass);
+ dIASSERT (BoxGeom->type == dBoxClass);
+ dIASSERT ((Flags & NUMC_MASK) >= 1);
+
+ dxTriMesh* TriMesh = (dxTriMesh*)g1;
+
+ sTrimeshBoxColliderData cData;
+ cData.SetupInitialContext(TriMesh, BoxGeom, Flags, Contacts, Stride);
+
+ const unsigned uiTLSKind = TriMesh->getParentSpaceTLSKind();
+ dIASSERT(uiTLSKind == BoxGeom->getParentSpaceTLSKind()); // The colliding spaces must use matching cleanup method
+ TrimeshCollidersCache *pccColliderCache = GetTrimeshCollidersCache(uiTLSKind);
+ OBBCollider& Collider = pccColliderCache->m_OBBCollider;
+
+ dQueryBTLPotentialCollisionTriangles(Collider, cData, TriMesh, BoxGeom,
+ pccColliderCache->m_DefaultBoxCache);
+
+ if (!Collider.GetContactStatus()) {
+ // no collision occurred
+ return 0;
+ }
+
+ // Retrieve data
+ int TriCount = Collider.GetNbTouchedPrimitives();
+ const int* Triangles = (const int*)Collider.GetTouchedPrimitives();
+
+ if (TriCount != 0){
+ if (TriMesh->m_ArrayCallback != null){
+ TriMesh->m_ArrayCallback(TriMesh, BoxGeom, Triangles, TriCount);
+ }
+
+ // get destination hull position and orientation
+ const dMatrix3& mRotMesh=*(const dMatrix3*)dGeomGetRotation(TriMesh);
+ const dVector3& vPosMesh=*(const dVector3*)dGeomGetPosition(TriMesh);
+
+ // loop through all intersecting triangles
+ for (int i = 0; i < TriCount; i++){
+ const int Triint = Triangles[i];
+ if (!TriMesh->invokeCallback(BoxGeom, Triint)) continue;
+
+ dVector3 dv[3];
+ TriMesh->fetchMeshTriangle(dv, Triint, vPosMesh, mRotMesh);
+
+ bool bFinishSearching;
+ cData.TestCollisionForSingleTriangle(Triint, dv, bFinishSearching);
+
+ if (bFinishSearching) {
+ break;
+ }
+ }
+ }
+
+ return cData.m_ctContacts;
+}
+#endif
+
+// GIMPACT version of box to mesh collider
+#if dTRIMESH_GIMPACT
+int dCollideBTL(dxGeom* g1, dxGeom* BoxGeom, int Flags, dContactGeom* Contacts, int Stride)
+{
+ dIASSERT (Stride >= (int)sizeof(dContactGeom));
+ dIASSERT (g1->type == dTriMeshClass);
+ dIASSERT (BoxGeom->type == dBoxClass);
+ dIASSERT ((Flags & NUMC_MASK) >= 1);
+
+
+ dxTriMesh* TriMesh = (dxTriMesh*)g1;
+
+ g1 -> recomputeAABB();
+ BoxGeom -> recomputeAABB();
+
+
+ sTrimeshBoxColliderData cData;
+ cData.SetupInitialContext(TriMesh, BoxGeom, Flags, Contacts, Stride);
+
+ //*****at first , collide box aabb******//
+
+ GIM_TRIMESH * ptrimesh = &TriMesh->m_collision_trimesh;
+ aabb3f test_aabb(BoxGeom->aabb[0], BoxGeom->aabb[1], BoxGeom->aabb[2], BoxGeom->aabb[3], BoxGeom->aabb[4], BoxGeom->aabb[5]);
+
+ GDYNAMIC_ARRAY collision_result;
+ GIM_CREATE_BOXQUERY_LIST(collision_result);
+
+ gim_aabbset_box_collision(&test_aabb, &ptrimesh->m_aabbset , &collision_result);
+
+ if(collision_result.m_size==0)
+ {
+ GIM_DYNARRAY_DESTROY(collision_result);
+ return 0;
+ }
+ //*****Set globals for box collision******//
+
+ //collide triangles
+
+ GUINT32 * boxesresult = GIM_DYNARRAY_POINTER(GUINT32,collision_result);
+ gim_trimesh_locks_work_data(ptrimesh);
+
+ for(unsigned int i=0;i<collision_result.m_size;i++)
+ {
+ dVector3 dv[3];
+
+ int Triint = boxesresult[i];
+ gim_trimesh_get_triangle_vertices(ptrimesh, Triint, dv[0], dv[1], dv[2]);
+
+ bool bFinishSearching;
+ cData.TestCollisionForSingleTriangle(Triint, dv, bFinishSearching);
+
+ if (bFinishSearching)
+ {
+ break;
+ }
+ }
+
+ gim_trimesh_unlocks_work_data(ptrimesh);
+ GIM_DYNARRAY_DESTROY(collision_result);
+
+ return cData.m_ctContacts;
+}
+#endif
+
+
+
+#endif // dTRIMESH_ENABLED