1#ifndef GIM_TRI_COLLISION_H_INCLUDED
2#define GIM_TRI_COLLISION_H_INCLUDED
39#ifndef MAX_TRI_CLIPPING
40#define MAX_TRI_CLIPPING 16
73 template <
typename DISTANCE_FUNC,
typename CLASS_PLANE>
75 GREAL margin,
const btVector3 *points,
GUINT point_count, DISTANCE_FUNC distance_func)
84 for (_k = 0; _k < point_count; _k++)
86 GREAL _dist = -distance_func(plane, points[_k]) + margin;
93 point_indices[0] = _k;
106 m_points[_k] = points[point_indices[_k]];
112 const btVector3 *points,
GUINT point_count)
156 const btVector3 &e1 =
m_vertices[(edge_index + 1) % 3];
169 btMatrix3x3 &matrix = triangle_transform.getBasis();
180 xaxis = zaxis.cross(xaxis);
207 GIM_AABB boxv(other.m_vertices[0], other.m_vertices[1], other.m_vertices[2], other.m_margin);
243 const btVector3 &point,
244 const btVector3 &tri_plane,
250 GUINT _i1 = (tri_plane.closestAxis() + 1) % 3;
251 GUINT _i2 = (_i1 + 1) % 3;
254 u = (_vecproj[_i2] * _axe2[_i1] - _vecproj[_i1] * _axe2[_i2]) / (_axe1[_i2] * _axe2[_i1] - _axe1[_i1] * _axe2[_i2]);
255 v = (_vecproj[_i1] - u * _axe1[_i1]) / _axe2[_i1];
259 u = (_vecproj[_i1] * _axe2[_i2] - _vecproj[_i2] * _axe2[_i1]) / (_axe1[_i1] * _axe2[_i2] - _axe1[_i2] * _axe2[_i1]);
260 v = (_vecproj[_i2] - u * _axe1[_i2]) / _axe2[_i2];
297 if (dist -
m_margin > 0.0f)
return false;
301 if (dist -
m_margin > 0.0f)
return false;
305 if (dist -
m_margin > 0.0f)
return false;
311 const btVector3 &vPoint,
324 if (res == 0)
return false;
343 const btVector3 &vPoint,
356 if (res != 1)
return false;
ATTR_WARN_UNUSED_RESULT const BMVert * v
btMatrix3x3
The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with...
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
SIMD_FORCE_INLINE btScalar btFabs(btScalar x)
#define SIMD_FORCE_INLINE
This function calcs the distance from a 3D plane.
SIMD_FORCE_INLINE bool has_collision(const GIM_AABB &other) const
Class for colliding triangles.
SIMD_FORCE_INLINE bool ray_collision(const btVector3 &vPoint, const btVector3 &vDir, btVector3 &pout, btVector3 &triangle_normal, GREAL &tparam, GREAL tmax=G_REAL_INFINITY)
Bidireccional ray collision.
SIMD_FORCE_INLINE bool ray_collision_front_side(const btVector3 &vPoint, const btVector3 &vDir, btVector3 &pout, btVector3 &triangle_normal, GREAL &tparam, GREAL tmax=G_REAL_INFINITY)
one direccion ray collision
SIMD_FORCE_INLINE void get_triangle_transform(btTransform &triangle_transform) const
Gets the relative transformation of this triangle.
SIMD_FORCE_INLINE void get_plane(btVector4 &plane) const
bool collide_triangle_hard_test(const GIM_TRIANGLE &other, GIM_TRIANGLE_CONTACT_DATA &contact_data) const
Test triangles by finding separating axis.
SIMD_FORCE_INLINE void get_edge_plane(GUINT edge_index, const btVector3 &triangle_normal, btVector4 &plane) const
SIMD_FORCE_INLINE void get_normal(btVector3 &normal) const
SIMD_FORCE_INLINE bool get_uv_parameters(const btVector3 &point, const btVector3 &tri_plane, GREAL &u, GREAL &v) const
SIMD_FORCE_INLINE void apply_transform(const btTransform &trans)
SIMD_FORCE_INLINE bool is_point_inside(const btVector3 &point, const btVector3 &tri_normal) const
is point in triangle beam?
SIMD_FORCE_INLINE bool collide_triangle(const GIM_TRIANGLE &other, GIM_TRIANGLE_CONTACT_DATA &contact_data) const
Test boxes before doing hard test.
SIMD_FORCE_INLINE GIM_AABB get_box() const
CCL_NAMESPACE_BEGIN ccl_device_inline float3 triangle_normal(KernelGlobals kg, ccl_private ShaderData *sd)
#define DISTANCE_PLANE_POINT(plane, point)
#define TRIANGLE_PLANE(v1, v2, v3, plane)
plane is a vec4f
#define EDGE_PLANE(e1, e2, n, plane)
Calc a plane from an edge an a normal. plane is a vec4f.
#define TRIANGLE_NORMAL(v1, v2, v3, n)
SIMD_FORCE_INLINE GUINT LINE_PLANE_COLLISION(const CLASS_PLANE &plane, const CLASS_POINT &vDir, const CLASS_POINT &vPoint, CLASS_POINT &pout, T &tparam, T tmin, T tmax)
line collision
#define MAT_SET_X(mat, vec3)
Get the triple(3) col of a transform matrix.
#define MAT_SET_Z(mat, vec3)
Get the triple(3) col of a transform matrix.
#define VEC_CROSS(c, a, b)
Vector cross.
#define VEC_NORMALIZE(a)
Vector length.
#define MAT_SET_Y(mat, vec3)
Get the triple(3) col of a transform matrix.