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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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#include "btTriangleMeshShape.h"
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btQuaternion.h"
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#include "btStridingMeshInterface.h"
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#include "LinearMath/btAabbUtil2.h"
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#include "BulletCollision/CollisionShapes/btCollisionMargin.h"
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btTriangleMeshShape::btTriangleMeshShape(btStridingMeshInterface* meshInterface)
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: btConcaveShape (), m_meshInterface(meshInterface)
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m_shapeType = TRIANGLE_MESH_SHAPE_PROXYTYPE;
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if(meshInterface->hasPremadeAabb())
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meshInterface->getPremadeAabb(&m_localAabbMin, &m_localAabbMax);
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btTriangleMeshShape::~btTriangleMeshShape()
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void btTriangleMeshShape::getAabb(const btTransform& trans,btVector3& aabbMin,btVector3& aabbMax) const
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btVector3 localHalfExtents = btScalar(0.5)*(m_localAabbMax-m_localAabbMin);
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localHalfExtents += btVector3(getMargin(),getMargin(),getMargin());
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btVector3 localCenter = btScalar(0.5)*(m_localAabbMax+m_localAabbMin);
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btMatrix3x3 abs_b = trans.getBasis().absolute();
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btVector3 center = trans(localCenter);
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btVector3 extent = btVector3(abs_b[0].dot(localHalfExtents),
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abs_b[1].dot(localHalfExtents),
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abs_b[2].dot(localHalfExtents));
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aabbMin = center - extent;
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aabbMax = center + extent;
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void btTriangleMeshShape::recalcLocalAabb()
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btVector3 vec(btScalar(0.),btScalar(0.),btScalar(0.));
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vec[i] = btScalar(1.);
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btVector3 tmp = localGetSupportingVertex(vec);
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m_localAabbMax[i] = tmp[i]+m_collisionMargin;
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vec[i] = btScalar(-1.);
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tmp = localGetSupportingVertex(vec);
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m_localAabbMin[i] = tmp[i]-m_collisionMargin;
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class SupportVertexCallback : public btTriangleCallback
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btVector3 m_supportVertexLocal;
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btTransform m_worldTrans;
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btVector3 m_supportVecLocal;
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SupportVertexCallback(const btVector3& supportVecWorld,const btTransform& trans)
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: m_supportVertexLocal(btScalar(0.),btScalar(0.),btScalar(0.)), m_worldTrans(trans) ,m_maxDot(btScalar(-BT_LARGE_FLOAT))
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m_supportVecLocal = supportVecWorld * m_worldTrans.getBasis();
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virtual void processTriangle( btVector3* triangle,int partId, int triangleIndex)
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for (int i=0;i<3;i++)
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btScalar dot = m_supportVecLocal.dot(triangle[i]);
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m_supportVertexLocal = triangle[i];
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btVector3 GetSupportVertexWorldSpace()
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return m_worldTrans(m_supportVertexLocal);
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btVector3 GetSupportVertexLocal()
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return m_supportVertexLocal;
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void btTriangleMeshShape::setLocalScaling(const btVector3& scaling)
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m_meshInterface->setScaling(scaling);
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const btVector3& btTriangleMeshShape::getLocalScaling() const
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return m_meshInterface->getScaling();
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//#define DEBUG_TRIANGLE_MESH
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void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
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struct FilteredCallback : public btInternalTriangleIndexCallback
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btTriangleCallback* m_callback;
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FilteredCallback(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax)
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:m_callback(callback),
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virtual void internalProcessTriangleIndex(btVector3* triangle,int partId,int triangleIndex)
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if (TestTriangleAgainstAabb2(&triangle[0],m_aabbMin,m_aabbMax))
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//check aabb in triangle-space, before doing this
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m_callback->processTriangle(triangle,partId,triangleIndex);
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FilteredCallback filterCallback(callback,aabbMin,aabbMax);
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m_meshInterface->InternalProcessAllTriangles(&filterCallback,aabbMin,aabbMax);
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void btTriangleMeshShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
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//moving concave objects not supported
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inertia.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
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btVector3 btTriangleMeshShape::localGetSupportingVertex(const btVector3& vec) const
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btVector3 supportVertex;
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SupportVertexCallback supportCallback(vec,ident);
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btVector3 aabbMax(btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT));
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processAllTriangles(&supportCallback,-aabbMax,aabbMax);
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supportVertex = supportCallback.GetSupportVertexLocal();
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return supportVertex;