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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+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.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef BT_PERSISTENT_MANIFOLD_H
+#define BT_PERSISTENT_MANIFOLD_H
+
+
+#include "LinearMath/btVector3.h"
+#include "LinearMath/btTransform.h"
+#include "btManifoldPoint.h"
+#include "LinearMath/btAlignedAllocator.h"
+
+struct btCollisionResult;
+
+///maximum contact breaking and merging threshold
+extern btScalar gContactBreakingThreshold;
+
+typedef bool (*ContactDestroyedCallback)(void* userPersistentData);
+typedef bool (*ContactProcessedCallback)(btManifoldPoint& cp,void* body0,void* body1);
+extern ContactDestroyedCallback gContactDestroyedCallback;
+extern ContactProcessedCallback gContactProcessedCallback;
+
+//the enum starts at 1024 to avoid type conflicts with btTypedConstraint
+enum btContactManifoldTypes
+{
+ MIN_CONTACT_MANIFOLD_TYPE = 1024,
+ BT_PERSISTENT_MANIFOLD_TYPE
+};
+
+#define MANIFOLD_CACHE_SIZE 4
+
+///btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping in the broadphase.
+///Those contact points are created by the collision narrow phase.
+///The cache can be empty, or hold 1,2,3 or 4 points. Some collision algorithms (GJK) might only add one point at a time.
+///updates/refreshes old contact points, and throw them away if necessary (distance becomes too large)
+///reduces the cache to 4 points, when more then 4 points are added, using following rules:
+///the contact point with deepest penetration is always kept, and it tries to maximuze the area covered by the points
+///note that some pairs of objects might have more then one contact manifold.
+
+
+ATTRIBUTE_ALIGNED128( class) btPersistentManifold : public btTypedObject
+//ATTRIBUTE_ALIGNED16( class) btPersistentManifold : public btTypedObject
+{
+
+ btManifoldPoint m_pointCache[MANIFOLD_CACHE_SIZE];
+
+ /// this two body pointers can point to the physics rigidbody class.
+ /// void* will allow any rigidbody class
+ void* m_body0;
+ void* m_body1;
+
+ int m_cachedPoints;
+
+ btScalar m_contactBreakingThreshold;
+ btScalar m_contactProcessingThreshold;
+
+
+ /// sort cached points so most isolated points come first
+ int sortCachedPoints(const btManifoldPoint& pt);
+
+ int findContactPoint(const btManifoldPoint* unUsed, int numUnused,const btManifoldPoint& pt);
+
+public:
+
+ BT_DECLARE_ALIGNED_ALLOCATOR();
+
+ int m_companionIdA;
+ int m_companionIdB;
+
+ int m_index1a;
+
+ btPersistentManifold();
+
+ btPersistentManifold(void* body0,void* body1,int , btScalar contactBreakingThreshold,btScalar contactProcessingThreshold)
+ : btTypedObject(BT_PERSISTENT_MANIFOLD_TYPE),
+ m_body0(body0),m_body1(body1),m_cachedPoints(0),
+ m_contactBreakingThreshold(contactBreakingThreshold),
+ m_contactProcessingThreshold(contactProcessingThreshold)
+ {
+ }
+
+ SIMD_FORCE_INLINE void* getBody0() { return m_body0;}
+ SIMD_FORCE_INLINE void* getBody1() { return m_body1;}
+
+ SIMD_FORCE_INLINE const void* getBody0() const { return m_body0;}
+ SIMD_FORCE_INLINE const void* getBody1() const { return m_body1;}
+
+ void setBodies(void* body0,void* body1)
+ {
+ m_body0 = body0;
+ m_body1 = body1;
+ }
+
+ void clearUserCache(btManifoldPoint& pt);
+
+#ifdef DEBUG_PERSISTENCY
+ void DebugPersistency();
+#endif //
+
+ SIMD_FORCE_INLINE int getNumContacts() const { return m_cachedPoints;}
+
+ SIMD_FORCE_INLINE const btManifoldPoint& getContactPoint(int index) const
+ {
+ btAssert(index < m_cachedPoints);
+ return m_pointCache[index];
+ }
+
+ SIMD_FORCE_INLINE btManifoldPoint& getContactPoint(int index)
+ {
+ btAssert(index < m_cachedPoints);
+ return m_pointCache[index];
+ }
+
+ ///@todo: get this margin from the current physics / collision environment
+ btScalar getContactBreakingThreshold() const;
+
+ btScalar getContactProcessingThreshold() const
+ {
+ return m_contactProcessingThreshold;
+ }
+
+ int getCacheEntry(const btManifoldPoint& newPoint) const;
+
+ int addManifoldPoint( const btManifoldPoint& newPoint);
+
+ void removeContactPoint (int index)
+ {
+ clearUserCache(m_pointCache[index]);
+
+ int lastUsedIndex = getNumContacts() - 1;
+// m_pointCache[index] = m_pointCache[lastUsedIndex];
+ if(index != lastUsedIndex)
+ {
+ m_pointCache[index] = m_pointCache[lastUsedIndex];
+ //get rid of duplicated userPersistentData pointer
+ m_pointCache[lastUsedIndex].m_userPersistentData = 0;
+ m_pointCache[lastUsedIndex].mConstraintRow[0].m_accumImpulse = 0.f;
+ m_pointCache[lastUsedIndex].mConstraintRow[1].m_accumImpulse = 0.f;
+ m_pointCache[lastUsedIndex].mConstraintRow[2].m_accumImpulse = 0.f;
+
+ m_pointCache[lastUsedIndex].m_appliedImpulse = 0.f;
+ m_pointCache[lastUsedIndex].m_lateralFrictionInitialized = false;
+ m_pointCache[lastUsedIndex].m_appliedImpulseLateral1 = 0.f;
+ m_pointCache[lastUsedIndex].m_appliedImpulseLateral2 = 0.f;
+ m_pointCache[lastUsedIndex].m_lifeTime = 0;
+ }
+
+ btAssert(m_pointCache[lastUsedIndex].m_userPersistentData==0);
+ m_cachedPoints--;
+ }
+ void replaceContactPoint(const btManifoldPoint& newPoint,int insertIndex)
+ {
+ btAssert(validContactDistance(newPoint));
+
+#define MAINTAIN_PERSISTENCY 1
+#ifdef MAINTAIN_PERSISTENCY
+ int lifeTime = m_pointCache[insertIndex].getLifeTime();
+ btScalar appliedImpulse = m_pointCache[insertIndex].mConstraintRow[0].m_accumImpulse;
+ btScalar appliedLateralImpulse1 = m_pointCache[insertIndex].mConstraintRow[1].m_accumImpulse;
+ btScalar appliedLateralImpulse2 = m_pointCache[insertIndex].mConstraintRow[2].m_accumImpulse;
+// bool isLateralFrictionInitialized = m_pointCache[insertIndex].m_lateralFrictionInitialized;
+
+
+
+ btAssert(lifeTime>=0);
+ void* cache = m_pointCache[insertIndex].m_userPersistentData;
+
+ m_pointCache[insertIndex] = newPoint;
+
+ m_pointCache[insertIndex].m_userPersistentData = cache;
+ m_pointCache[insertIndex].m_appliedImpulse = appliedImpulse;
+ m_pointCache[insertIndex].m_appliedImpulseLateral1 = appliedLateralImpulse1;
+ m_pointCache[insertIndex].m_appliedImpulseLateral2 = appliedLateralImpulse2;
+
+ m_pointCache[insertIndex].mConstraintRow[0].m_accumImpulse = appliedImpulse;
+ m_pointCache[insertIndex].mConstraintRow[1].m_accumImpulse = appliedLateralImpulse1;
+ m_pointCache[insertIndex].mConstraintRow[2].m_accumImpulse = appliedLateralImpulse2;
+
+
+ m_pointCache[insertIndex].m_lifeTime = lifeTime;
+#else
+ clearUserCache(m_pointCache[insertIndex]);
+ m_pointCache[insertIndex] = newPoint;
+
+#endif
+ }
+
+ bool validContactDistance(const btManifoldPoint& pt) const
+ {
+ if (pt.m_lifeTime >1)
+ {
+ return pt.m_distance1 <= getContactBreakingThreshold();
+ }
+ return pt.m_distance1 <= getContactProcessingThreshold();
+
+ }
+ /// calculated new worldspace coordinates and depth, and reject points that exceed the collision margin
+ void refreshContactPoints( const btTransform& trA,const btTransform& trB);
+
+
+ SIMD_FORCE_INLINE void clearManifold()
+ {
+ int i;
+ for (i=0;i<m_cachedPoints;i++)
+ {
+ clearUserCache(m_pointCache[i]);
+ }
+ m_cachedPoints = 0;
+ }
+
+
+
+}
+;
+
+
+
+
+
+#endif //BT_PERSISTENT_MANIFOLD_H