Bullet Collision Detection & Physics Library
btSphereSphereCollisionAlgorithm.cpp
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 #define CLEAR_MANIFOLD 1
16 
22 
24 : btActivatingCollisionAlgorithm(ci,col0Wrap,col1Wrap),
25 m_ownManifold(false),
26 m_manifoldPtr(mf)
27 {
28  if (!m_manifoldPtr)
29  {
31  m_ownManifold = true;
32  }
33 }
34 
36 {
37  if (m_ownManifold)
38  {
39  if (m_manifoldPtr)
41  }
42 }
43 
45 {
46  (void)dispatchInfo;
47 
48  if (!m_manifoldPtr)
49  return;
50 
52 
53  btSphereShape* sphere0 = (btSphereShape*)col0Wrap->getCollisionShape();
54  btSphereShape* sphere1 = (btSphereShape*)col1Wrap->getCollisionShape();
55 
56  btVector3 diff = col0Wrap->getWorldTransform().getOrigin()- col1Wrap->getWorldTransform().getOrigin();
57  btScalar len = diff.length();
58  btScalar radius0 = sphere0->getRadius();
59  btScalar radius1 = sphere1->getRadius();
60 
61 #ifdef CLEAR_MANIFOLD
62  m_manifoldPtr->clearManifold(); //don't do this, it disables warmstarting
63 #endif
64 
66  if ( len > (radius0+radius1+resultOut->m_closestPointDistanceThreshold))
67  {
68 #ifndef CLEAR_MANIFOLD
69  resultOut->refreshContactPoints();
70 #endif //CLEAR_MANIFOLD
71  return;
72  }
74  btScalar dist = len - (radius0+radius1);
75 
76  btVector3 normalOnSurfaceB(1,0,0);
77  if (len > SIMD_EPSILON)
78  {
79  normalOnSurfaceB = diff / len;
80  }
81 
85  btVector3 pos1 = col1Wrap->getWorldTransform().getOrigin() + radius1* normalOnSurfaceB;
86 
88 
89 
90  resultOut->addContactPoint(normalOnSurfaceB,pos1,dist);
91 
92 #ifndef CLEAR_MANIFOLD
93  resultOut->refreshContactPoints();
94 #endif //CLEAR_MANIFOLD
95 
96 }
97 
99 {
100  (void)col0;
101  (void)col1;
102  (void)dispatchInfo;
103  (void)resultOut;
104 
105  //not yet
106  return btScalar(1.);
107 }
virtual void releaseManifold(btPersistentManifold *manifold)=0
#define SIMD_EPSILON
Definition: btScalar.h:521
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
void setPersistentManifold(btPersistentManifold *manifoldPtr)
This class is not enabled yet (work-in-progress) to more aggressively activate objects.
btSphereSphereCollisionAlgorithm(btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *col0Wrap, const btCollisionObjectWrapper *col1Wrap)
The btSphereShape implements an implicit sphere, centered around a local origin with radius...
Definition: btSphereShape.h:22
btManifoldResult is a helper class to manage contact results.
virtual void addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorld, btScalar depth)
btScalar m_closestPointDistanceThreshold
btVector3 & getOrigin()
Return the origin vector translation.
Definition: btTransform.h:117
const btTransform & getWorldTransform() const
btCollisionObject can be used to manage collision detection objects.
virtual btScalar calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
btScalar length() const
Return the length of the vector.
Definition: btVector3.h:263
virtual btPersistentManifold * getNewManifold(const btCollisionObject *b0, const btCollisionObject *b1)=0
const btCollisionShape * getCollisionShape() const
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
virtual void processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
btScalar getRadius() const
Definition: btSphereShape.h:50
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:292
const btCollisionObject * getCollisionObject() const