1 #ifndef BT_BASIC_GEOMETRY_OPERATIONS_H_INCLUDED
2 #define BT_BASIC_GEOMETRY_OPERATIONS_H_INCLUDED
3 
4 /*! \file btGeometryOperations.h
5 *\author Francisco Len N�jera
6 
7 */
8 /*
9 This source file is part of GIMPACT Library.
10 
11 For the latest info, see http://gimpact.sourceforge.net/
12 
13 Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
14 email: projectileman@yahoo.com
15 
16 
17 This software is provided 'as-is', without any express or implied warranty.
18 In no event will the authors be held liable for any damages arising from the use of this software.
19 Permission is granted to anyone to use this software for any purpose,
20 including commercial applications, and to alter it and redistribute it freely,
21 subject to the following restrictions:
22 
23 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.
24 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
25 3. This notice may not be removed or altered from any source distribution.
26 */
27 
28 #include "btBoxCollision.h"
29 
30 
31 
32 
33 
34 #define PLANEDIREPSILON 0.0000001f
35 #define PARALELENORMALS 0.000001f
36 
37 
38 #define BT_CLAMP(number,minval,maxval) (number<minval?minval:(number>maxval?maxval:number))
39 
40 /// Calc a plane from a triangle edge an a normal. plane is a vec4f
bt_edge_plane(const btVector3 & e1,const btVector3 & e2,const btVector3 & normal,btVector4 & plane)41 SIMD_FORCE_INLINE void bt_edge_plane(const btVector3 & e1,const btVector3 &  e2, const btVector3 & normal,btVector4 & plane)
42 {
43 	btVector3 planenormal = (e2-e1).cross(normal);
44 	planenormal.normalize();
45 	plane.setValue(planenormal[0],planenormal[1],planenormal[2],e2.dot(planenormal));
46 }
47 
48 
49 
50 //***************** SEGMENT and LINE FUNCTIONS **********************************///
51 
52 /*! Finds the closest point(cp) to (v) on a segment (e1,e2)
53  */
bt_closest_point_on_segment(btVector3 & cp,const btVector3 & v,const btVector3 & e1,const btVector3 & e2)54 SIMD_FORCE_INLINE void bt_closest_point_on_segment(
55 	btVector3 & cp, const btVector3 & v,
56 	const btVector3  &e1,const btVector3 &e2)
57 {
58     btVector3 n = e2-e1;
59     cp = v - e1;
60 	btScalar _scalar = cp.dot(n)/n.dot(n);
61 	if(_scalar <0.0f)
62 	{
63 	    cp = e1;
64 	}
65 	else if(_scalar >1.0f)
66 	{
67 	    cp = e2;
68 	}
69 	else
70 	{
71 		cp = _scalar*n + e1;
72 	}
73 }
74 
75 
76 //! line plane collision
77 /*!
78 *\return
79 	-0  if the ray never intersects
80 	-1 if the ray collides in front
81 	-2 if the ray collides in back
82 */
83 
bt_line_plane_collision(const btVector4 & plane,const btVector3 & vDir,const btVector3 & vPoint,btVector3 & pout,btScalar & tparam,btScalar tmin,btScalar tmax)84 SIMD_FORCE_INLINE int bt_line_plane_collision(
85 	const btVector4 & plane,
86 	const btVector3 & vDir,
87 	const btVector3 & vPoint,
88 	btVector3 & pout,
89 	btScalar &tparam,
90 	btScalar tmin, btScalar tmax)
91 {
92 
93 	btScalar _dotdir = vDir.dot(plane);
94 
95 	if(btFabs(_dotdir)<PLANEDIREPSILON)
96 	{
97 		tparam = tmax;
98 	    return 0;
99 	}
100 
101 	btScalar _dis = bt_distance_point_plane(plane,vPoint);
102 	char returnvalue = _dis<0.0f? 2:1;
103 	tparam = -_dis/_dotdir;
104 
105 	if(tparam<tmin)
106 	{
107 		returnvalue = 0;
108 		tparam = tmin;
109 	}
110 	else if(tparam>tmax)
111 	{
112 		returnvalue = 0;
113 		tparam = tmax;
114 	}
115 	pout = tparam*vDir + vPoint;
116 	return returnvalue;
117 }
118 
119 
120 //! Find closest points on segments
bt_segment_collision(const btVector3 & vA1,const btVector3 & vA2,const btVector3 & vB1,const btVector3 & vB2,btVector3 & vPointA,btVector3 & vPointB)121 SIMD_FORCE_INLINE void bt_segment_collision(
122 	const btVector3 & vA1,
123 	const btVector3 & vA2,
124 	const btVector3 & vB1,
125 	const btVector3 & vB2,
126 	btVector3 & vPointA,
127 	btVector3 & vPointB)
128 {
129     btVector3 AD = vA2 - vA1;
130     btVector3 BD = vB2 - vB1;
131     btVector3 N = AD.cross(BD);
132     btScalar tp = N.length2();
133 
134     btVector4 _M;//plane
135 
136     if(tp<SIMD_EPSILON)//ARE PARALELE
137     {
138     	//project B over A
139     	bool invert_b_order = false;
140     	_M[0] = vB1.dot(AD);
141     	_M[1] = vB2.dot(AD);
142 
143     	if(_M[0]>_M[1])
144     	{
145     		invert_b_order  = true;
146     		BT_SWAP_NUMBERS(_M[0],_M[1]);
147     	}
148     	_M[2] = vA1.dot(AD);
149     	_M[3] = vA2.dot(AD);
150     	//mid points
151     	N[0] = (_M[0]+_M[1])*0.5f;
152     	N[1] = (_M[2]+_M[3])*0.5f;
153 
154     	if(N[0]<N[1])
155     	{
156     		if(_M[1]<_M[2])
157     		{
158     			vPointB = invert_b_order?vB1:vB2;
159     			vPointA = vA1;
160     		}
161     		else if(_M[1]<_M[3])
162     		{
163     			vPointB = invert_b_order?vB1:vB2;
164     			bt_closest_point_on_segment(vPointA,vPointB,vA1,vA2);
165     		}
166     		else
167     		{
168     			vPointA = vA2;
169     			bt_closest_point_on_segment(vPointB,vPointA,vB1,vB2);
170     		}
171     	}
172     	else
173     	{
174     		if(_M[3]<_M[0])
175     		{
176     			vPointB = invert_b_order?vB2:vB1;
177     			vPointA = vA2;
178     		}
179     		else if(_M[3]<_M[1])
180     		{
181     			vPointA = vA2;
182     			bt_closest_point_on_segment(vPointB,vPointA,vB1,vB2);
183     		}
184     		else
185     		{
186     			vPointB = invert_b_order?vB1:vB2;
187     			bt_closest_point_on_segment(vPointA,vPointB,vA1,vA2);
188     		}
189     	}
190     	return;
191     }
192 
193     N = N.cross(BD);
194     _M.setValue(N[0],N[1],N[2],vB1.dot(N));
195 
196 	// get point A as the plane collision point
197     bt_line_plane_collision(_M,AD,vA1,vPointA,tp,btScalar(0), btScalar(1));
198 
199     /*Closest point on segment*/
200     vPointB = vPointA - vB1;
201 	tp = vPointB.dot(BD);
202 	tp/= BD.dot(BD);
203 	tp = BT_CLAMP(tp,0.0f,1.0f);
204 
205 	vPointB = tp*BD + vB1;
206 }
207 
208 
209 
210 
211 
212 #endif // GIM_VECTOR_H_INCLUDED
213