Blender V2.61 - r43446

gim_contact.h

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00001 #ifndef GIM_CONTACT_H_INCLUDED
00002 #define GIM_CONTACT_H_INCLUDED
00003 
00007 /*
00008 -----------------------------------------------------------------------------
00009 This source file is part of GIMPACT Library.
00010 
00011 For the latest info, see http://gimpact.sourceforge.net/
00012 
00013 Copyright (c) 2006 Francisco Leon Najera. C.C. 80087371.
00014 email: projectileman@yahoo.com
00015 
00016  This library is free software; you can redistribute it and/or
00017  modify it under the terms of EITHER:
00018    (1) The GNU Lesser General Public License as published by the Free
00019        Software Foundation; either version 2.1 of the License, or (at
00020        your option) any later version. The text of the GNU Lesser
00021        General Public License is included with this library in the
00022        file GIMPACT-LICENSE-LGPL.TXT.
00023    (2) The BSD-style license that is included with this library in
00024        the file GIMPACT-LICENSE-BSD.TXT.
00025    (3) The zlib/libpng license that is included with this library in
00026        the file GIMPACT-LICENSE-ZLIB.TXT.
00027 
00028  This library is distributed in the hope that it will be useful,
00029  but WITHOUT ANY WARRANTY; without even the implied warranty of
00030  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
00031  GIMPACT-LICENSE-LGPL.TXT, GIMPACT-LICENSE-ZLIB.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
00032 
00033 -----------------------------------------------------------------------------
00034 */
00035 #include "gim_geometry.h"
00036 #include "gim_radixsort.h"
00037 #include "gim_array.h"
00038 
00039 
00043 #define NORMAL_CONTACT_AVERAGE 1
00044 #define CONTACT_DIFF_EPSILON 0.00001f
00045 
00051 class GIM_CONTACT
00052 {
00053 public:
00054     btVector3 m_point;
00055     btVector3 m_normal;
00056     GREAL m_depth;//Positive value indicates interpenetration
00057     GREAL m_distance;//Padding not for use
00058     GUINT m_feature1;//Face number
00059     GUINT m_feature2;//Face number
00060 public:
00061     GIM_CONTACT()
00062     {
00063     }
00064 
00065     GIM_CONTACT(const GIM_CONTACT & contact):
00066                 m_point(contact.m_point),
00067                 m_normal(contact.m_normal),
00068                 m_depth(contact.m_depth),
00069                 m_feature1(contact.m_feature1),
00070                 m_feature2(contact.m_feature2)
00071     {
00072         m_point = contact.m_point;
00073         m_normal = contact.m_normal;
00074         m_depth = contact.m_depth;
00075         m_feature1 = contact.m_feature1;
00076         m_feature2 = contact.m_feature2;
00077     }
00078 
00079     GIM_CONTACT(const btVector3 &point,const btVector3 & normal,
00080                     GREAL depth, GUINT feature1, GUINT feature2):
00081                 m_point(point),
00082                 m_normal(normal),
00083                 m_depth(depth),
00084                 m_feature1(feature1),
00085                 m_feature2(feature2)
00086     {
00087     }
00088 
00090     SIMD_FORCE_INLINE GUINT calc_key_contact() const
00091     {
00092         GINT _coords[] = {
00093             (GINT)(m_point[0]*1000.0f+1.0f),
00094             (GINT)(m_point[1]*1333.0f),
00095             (GINT)(m_point[2]*2133.0f+3.0f)};
00096         GUINT _hash=0;
00097         GUINT *_uitmp = (GUINT *)(&_coords[0]);
00098         _hash = *_uitmp;
00099         _uitmp++;
00100         _hash += (*_uitmp)<<4;
00101         _uitmp++;
00102         _hash += (*_uitmp)<<8;
00103         return _hash;
00104     }
00105 
00106     SIMD_FORCE_INLINE void interpolate_normals( btVector3 * normals,GUINT normal_count)
00107     {
00108         btVector3 vec_sum(m_normal);
00109         for(GUINT i=0;i<normal_count;i++)
00110         {
00111             vec_sum += normals[i];
00112         }
00113 
00114         GREAL vec_sum_len = vec_sum.length2();
00115         if(vec_sum_len <CONTACT_DIFF_EPSILON) return;
00116 
00117         GIM_INV_SQRT(vec_sum_len,vec_sum_len); // 1/sqrt(vec_sum_len)
00118 
00119         m_normal = vec_sum*vec_sum_len;
00120     }
00121 
00122 };
00123 
00124 
00125 class gim_contact_array:public gim_array<GIM_CONTACT>
00126 {
00127 public:
00128     gim_contact_array():gim_array<GIM_CONTACT>(64)
00129     {
00130     }
00131 
00132     SIMD_FORCE_INLINE void push_contact(const btVector3 &point,const btVector3 & normal,
00133                     GREAL depth, GUINT feature1, GUINT feature2)
00134     {
00135         push_back_mem();
00136         GIM_CONTACT & newele = back();
00137         newele.m_point = point;
00138         newele.m_normal = normal;
00139         newele.m_depth = depth;
00140         newele.m_feature1 = feature1;
00141         newele.m_feature2 = feature2;
00142     }
00143 
00144     SIMD_FORCE_INLINE void push_triangle_contacts(
00145         const GIM_TRIANGLE_CONTACT_DATA & tricontact,
00146         GUINT feature1,GUINT feature2)
00147     {
00148         for(GUINT i = 0;i<tricontact.m_point_count ;i++ )
00149         {
00150             push_back_mem();
00151             GIM_CONTACT & newele = back();
00152             newele.m_point = tricontact.m_points[i];
00153             newele.m_normal = tricontact.m_separating_normal;
00154             newele.m_depth = tricontact.m_penetration_depth;
00155             newele.m_feature1 = feature1;
00156             newele.m_feature2 = feature2;
00157         }
00158     }
00159 
00160     void merge_contacts(const gim_contact_array & contacts, bool normal_contact_average = true);
00161     void merge_contacts_unique(const gim_contact_array & contacts);
00162 };
00163 
00164 #endif // GIM_CONTACT_H_INCLUDED