Bullet Collision Detection & Physics Library
btGImpactShape.cpp
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1/*
2This source file is part of GIMPACT Library.
3
4For the latest info, see http://gimpact.sourceforge.net/
5
6Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
7email: projectileman@yahoo.com
8
9
10This software is provided 'as-is', without any express or implied warranty.
11In no event will the authors be held liable for any damages arising from the use of this software.
12Permission is granted to anyone to use this software for any purpose,
13including commercial applications, and to alter it and redistribute it freely,
14subject to the following restrictions:
15
161. 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.
172. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
183. This notice may not be removed or altered from any source distribution.
19*/
20
21#include "btGImpactShape.h"
22#include "btGImpactMassUtil.h"
23
25{
26 // moved from .h to .cpp because of conditional compilation
27 // (The setting of BT_THREADSAFE may differ between various cpp files, so it is best to
28 // avoid using it in h files)
32#if BT_THREADSAFE
33 // If threadsafe is requested, this object uses a different lock/unlock
34 // model with the btStridingMeshInterface -- lock once when the object is constructed
35 // and unlock once in the destructor.
36 // The other way of locking and unlocking for each collision check in the narrowphase
37 // is not threadsafe. Note these are not thread-locks, they are calls to the meshInterface's
38 // getLockedReadOnlyVertexIndexBase virtual function, which by default just returns a couple of
39 // pointers. In theory a client could override the lock function to do all sorts of
40 // things like reading data from GPU memory, or decompressing data on the fly, but such things
41 // do not seem all that likely or useful, given the performance cost.
43#endif
44}
45
47{
48 // moved from .h to .cpp because of conditional compilation
49#if BT_THREADSAFE
51#endif
52}
53
55{
56 // moved from .h to .cpp because of conditional compilation
57#if !BT_THREADSAFE
58 // called in the narrowphase -- not threadsafe!
59 void* dummy = (void*)(m_box_set.getPrimitiveManager());
60 TrimeshPrimitiveManager* dummymanager = static_cast<TrimeshPrimitiveManager*>(dummy);
61 dummymanager->lock();
62#endif
63}
64
66{
67 // moved from .h to .cpp because of conditional compilation
68#if !BT_THREADSAFE
69 // called in the narrowphase -- not threadsafe!
70 void* dummy = (void*)(m_box_set.getPrimitiveManager());
71 TrimeshPrimitiveManager* dummymanager = static_cast<TrimeshPrimitiveManager*>(dummy);
72 dummymanager->unlock();
73#endif
74}
75
76#define CALC_EXACT_INERTIA 1
77
79{
81#ifdef CALC_EXACT_INERTIA
82 inertia.setValue(0.f, 0.f, 0.f);
83
84 int i = this->getNumChildShapes();
85 btScalar shapemass = mass / btScalar(i);
86
87 while (i--)
88 {
89 btVector3 temp_inertia;
90 m_childShapes[i]->calculateLocalInertia(shapemass, temp_inertia);
92 {
93 inertia = gim_inertia_add_transformed(inertia, temp_inertia, m_childTransforms[i]);
94 }
95 else
96 {
97 inertia = gim_inertia_add_transformed(inertia, temp_inertia, btTransform::getIdentity());
98 }
99 }
100
101#else
102
103 // Calc box inertia
104
108 const btScalar x2 = lx * lx;
109 const btScalar y2 = ly * ly;
110 const btScalar z2 = lz * lz;
111 const btScalar scaledmass = mass * btScalar(0.08333333);
112
113 inertia = scaledmass * (btVector3(y2 + z2, x2 + z2, x2 + y2));
114
115#endif
117}
118
120{
122
123#ifdef CALC_EXACT_INERTIA
124 inertia.setValue(0.f, 0.f, 0.f);
125
126 int i = this->getVertexCount();
127 btScalar pointmass = mass / btScalar(i);
128
129 while (i--)
130 {
131 btVector3 pointintertia;
132 this->getVertex(i, pointintertia);
133 pointintertia = gim_get_point_inertia(pointintertia, pointmass);
134 inertia += pointintertia;
135 }
136
137#else
138
139 // Calc box inertia
140
144 const btScalar x2 = lx * lx;
145 const btScalar y2 = ly * ly;
146 const btScalar z2 = lz * lz;
147 const btScalar scaledmass = mass * btScalar(0.08333333);
148
149 inertia = scaledmass * (btVector3(y2 + z2, x2 + z2, x2 + y2));
150
151#endif
152
154}
155
157{
158#ifdef CALC_EXACT_INERTIA
159 inertia.setValue(0.f, 0.f, 0.f);
160
161 int i = this->getMeshPartCount();
162 btScalar partmass = mass / btScalar(i);
163
164 while (i--)
165 {
166 btVector3 partinertia;
167 getMeshPart(i)->calculateLocalInertia(partmass, partinertia);
168 inertia += partinertia;
169 }
170
171#else
172
173 // Calc box inertia
174
178 const btScalar x2 = lx * lx;
179 const btScalar y2 = ly * ly;
180 const btScalar z2 = lz * lz;
181 const btScalar scaledmass = mass * btScalar(0.08333333);
182
183 inertia = scaledmass * (btVector3(y2 + z2, x2 + z2, x2 + y2));
184
185#endif
186}
187
188void btGImpactMeshShape::rayTest(const btVector3& rayFrom, const btVector3& rayTo, btCollisionWorld::RayResultCallback& resultCallback) const
189{
190}
191
193{
195
197 btVector3 rayDir(rayTo - rayFrom);
198 rayDir.normalize();
199 m_box_set.rayQuery(rayDir, rayFrom, collided);
200
201 if (collided.size() == 0)
202 {
204 return;
205 }
206
207 int part = (int)getPart();
208 btPrimitiveTriangle triangle;
209 int i = collided.size();
210 while (i--)
211 {
212 getPrimitiveTriangle(collided[i], triangle);
213 callback->processTriangle(triangle.m_vertices, part, collided[i]);
214 }
216}
217
218void btGImpactMeshShapePart::processAllTriangles(btTriangleCallback* callback, const btVector3& aabbMin, const btVector3& aabbMax) const
219{
221 btAABB box;
222 box.m_min = aabbMin;
223 box.m_max = aabbMax;
224
226 m_box_set.boxQuery(box, collided);
227
228 if (collided.size() == 0)
229 {
231 return;
232 }
233
234 int part = (int)getPart();
235 btPrimitiveTriangle triangle;
236 int i = collided.size();
237 while (i--)
238 {
239 this->getPrimitiveTriangle(collided[i], triangle);
240 callback->processTriangle(triangle.m_vertices, part, collided[i]);
241 }
243}
244
245void btGImpactMeshShape::processAllTriangles(btTriangleCallback* callback, const btVector3& aabbMin, const btVector3& aabbMax) const
246{
247 int i = m_mesh_parts.size();
248 while (i--)
249 {
250 m_mesh_parts[i]->processAllTriangles(callback, aabbMin, aabbMax);
251 }
252}
253
254void btGImpactMeshShape::processAllTrianglesRay(btTriangleCallback* callback, const btVector3& rayFrom, const btVector3& rayTo) const
255{
256 int i = m_mesh_parts.size();
257 while (i--)
258 {
259 m_mesh_parts[i]->processAllTrianglesRay(callback, rayFrom, rayTo);
260 }
261}
262
264const char* btGImpactMeshShape::serialize(void* dataBuffer, btSerializer* serializer) const
265{
266 btGImpactMeshShapeData* trimeshData = (btGImpactMeshShapeData*)dataBuffer;
267
268 btCollisionShape::serialize(&trimeshData->m_collisionShapeData, serializer);
269
270 m_meshInterface->serialize(&trimeshData->m_meshInterface, serializer);
271
272 trimeshData->m_collisionMargin = float(m_collisionMargin);
273
275
276 trimeshData->m_gimpactSubType = int(getGImpactShapeType());
277
278 return "btGImpactMeshShapeData";
279}
btVector3 gim_get_point_inertia(const btVector3 &point, btScalar mass)
btVector3 gim_inertia_add_transformed(const btVector3 &source_inertia, const btVector3 &added_inertia, const btTransform &transform)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:314
Axis aligned box.
btVector3 m_min
btVector3 m_max
int size() const
return the number of elements in the array
virtual const char * serialize(void *dataBuffer, btSerializer *serializer) const
fills the dataBuffer and returns the struct name (and 0 on failure)
btScalar m_collisionMargin
virtual void calculateLocalInertia(btScalar mass, btVector3 &inertia) const
Calculates the exact inertia tensor for this shape.
btAlignedObjectArray< btTransform > m_childTransforms
btAlignedObjectArray< btCollisionShape * > m_childShapes
virtual bool childrenHasTransform() const
if true, then its children must get transforms.
virtual int getNumChildShapes() const
Gets the number of children.
virtual void processAllTriangles(btTriangleCallback *callback, const btVector3 &aabbMin, const btVector3 &aabbMax) const
Function for retrieve triangles.
virtual void calculateLocalInertia(btScalar mass, btVector3 &inertia) const
virtual void processAllTrianglesRay(btTriangleCallback *callback, const btVector3 &rayFrom, const btVector3 &rayTo) const
Function for retrieve triangles.
void getVertex(int vertex_index, btVector3 &vertex) const
TrimeshPrimitiveManager m_primitive_manager
virtual void lockChildShapes() const
call when reading child shapes
virtual void unlockChildShapes() const
int getMeshPartCount() const
virtual void rayTest(const btVector3 &rayFrom, const btVector3 &rayTo, btCollisionWorld::RayResultCallback &resultCallback) const
virtual method for ray collision
virtual void calculateLocalInertia(btScalar mass, btVector3 &inertia) const
btGImpactMeshShapePart * getMeshPart(int index)
btStridingMeshInterface * m_meshInterface
virtual void processAllTriangles(btTriangleCallback *callback, const btVector3 &aabbMin, const btVector3 &aabbMax) const
Function for retrieve triangles.
virtual void processAllTrianglesRay(btTriangleCallback *callback, const btVector3 &rayFrom, const btVector3 &rayTo) const
Function for retrieve triangles.
virtual eGIMPACT_SHAPE_TYPE getGImpactShapeType() const
Subshape member functions.
btAlignedObjectArray< btGImpactMeshShapePart * > m_mesh_parts
virtual const char * serialize(void *dataBuffer, btSerializer *serializer) const
fills the dataBuffer and returns the struct name (and 0 on failure)
bool rayQuery(const btVector3 &ray_dir, const btVector3 &ray_origin, btAlignedObjectArray< int > &collided_results) const
returns the indices of the primitives in the m_primitive_manager
btPrimitiveManagerBase * getPrimitiveManager() const
bool boxQuery(const btAABB &box, btAlignedObjectArray< int > &collided_results) const
returns the indices of the primitives in the m_primitive_manager
void setPrimitiveManager(btPrimitiveManagerBase *primitive_manager)
void getPrimitiveTriangle(int index, btPrimitiveTriangle &triangle) const
if this trimesh
virtual void lockChildShapes() const
call when reading child shapes
btGImpactBoxSet m_box_set
virtual void unlockChildShapes() const
The btStridingMeshInterface is the interface class for high performance generic access to triangle me...
virtual const char * serialize(void *dataBuffer, btSerializer *serializer) const
fills the dataBuffer and returns the struct name (and 0 on failure)
static const btTransform & getIdentity()
Return an identity transform.
Definition: btTransform.h:198
The btTriangleCallback provides a callback for each overlapping triangle when calling processAllTrian...
virtual void processTriangle(btVector3 *triangle, int partId, int triangleIndex)=0
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:82
void serializeFloat(struct btVector3FloatData &dataOut) const
Definition: btVector3.h:1291
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
Definition: btVector3.h:640
btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
Definition: btVector3.h:303
RayResultCallback is used to report new raycast results.
do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
btCollisionShapeData m_collisionShapeData
btStridingMeshInterfaceData m_meshInterface
btVector3FloatData m_localScaling