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2026-02-02 04:50:13 +01:00

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/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
*
* 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.
*/
#include "dgCollisionBox.h"
#include "dgBody.h"
#include "dgContact.h"
#include "hpl1/engine/libraries/newton/core/dg.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
dgConvexSimplexEdge dgCollisionBox::m_edgeArray[24] = {
{1, &m_edgeArray[3], &m_edgeArray[12], &m_edgeArray[5]},
{2, &m_edgeArray[6], &m_edgeArray[3], &m_edgeArray[7]},
{7, &m_edgeArray[12], &m_edgeArray[6], &m_edgeArray[14]},
{0, &m_edgeArray[0], &m_edgeArray[9], &m_edgeArray[1]},
{3, &m_edgeArray[9], &m_edgeArray[15], &m_edgeArray[11]},
{6, &m_edgeArray[15], &m_edgeArray[0], &m_edgeArray[16]},
{0, &m_edgeArray[1], &m_edgeArray[18], &m_edgeArray[2]},
{3, &m_edgeArray[10], &m_edgeArray[1], &m_edgeArray[9]},
{5, &m_edgeArray[18], &m_edgeArray[10], &m_edgeArray[20]},
{1, &m_edgeArray[4], &m_edgeArray[7], &m_edgeArray[3]},
{2, &m_edgeArray[7], &m_edgeArray[21], &m_edgeArray[8]},
{4, &m_edgeArray[21], &m_edgeArray[4], &m_edgeArray[22]},
{0, &m_edgeArray[2], &m_edgeArray[16], &m_edgeArray[0]},
{6, &m_edgeArray[16], &m_edgeArray[19], &m_edgeArray[17]},
{5, &m_edgeArray[19], &m_edgeArray[2], &m_edgeArray[18]},
{1, &m_edgeArray[5], &m_edgeArray[22], &m_edgeArray[4]},
{7, &m_edgeArray[13], &m_edgeArray[5], &m_edgeArray[12]},
{4, &m_edgeArray[22], &m_edgeArray[13], &m_edgeArray[23]},
{2, &m_edgeArray[8], &m_edgeArray[14], &m_edgeArray[6]},
{7, &m_edgeArray[14], &m_edgeArray[23], &m_edgeArray[13]},
{4, &m_edgeArray[23], &m_edgeArray[8], &m_edgeArray[21]},
{3, &m_edgeArray[11], &m_edgeArray[20], &m_edgeArray[10]},
{6, &m_edgeArray[17], &m_edgeArray[11], &m_edgeArray[15]},
{5, &m_edgeArray[20], &m_edgeArray[17], &m_edgeArray[19]},
};
dgCollisionBox::dgCollisionBox(dgMemoryAllocator *allocator,
dgUnsigned32 signature, dgFloat32 size_x, dgFloat32 size_y,
dgFloat32 size_z, const dgMatrix &matrix) : dgCollisionConvex(allocator, signature, matrix, m_boxCollision) {
m_destructionImpulse = dgFloat32(1.0e20f);
Init(size_x, size_y, size_z);
}
dgCollisionBox::dgCollisionBox(dgWorld *const world,
dgDeserialize deserialization, void *const userData) : dgCollisionConvex(world, deserialization, userData) {
dgVector size;
deserialization(userData, &size, sizeof(dgVector));
m_destructionImpulse = size.m_w;
Init(size.m_x, size.m_y, size.m_z);
}
void dgCollisionBox::Init(dgFloat32 size_x, dgFloat32 size_y, dgFloat32 size_z) {
m_rtti |= dgCollisionBox_RTTI;
m_size[0].m_x = dgAbsf(size_x) * dgFloat32(0.5f);
m_size[0].m_y = dgAbsf(size_y) * dgFloat32(0.5f);
m_size[0].m_z = dgAbsf(size_z) * dgFloat32(0.5f);
m_size[0].m_w = dgFloat32(0.0f);
m_size[1].m_x = -m_size[0].m_x;
m_size[1].m_y = -m_size[0].m_y;
m_size[1].m_z = -m_size[0].m_z;
m_size[1].m_w = dgFloat32(0.0f);
m_edgeCount = 24;
m_vertexCount = 8;
m_vertex[0] = dgVector(m_size[0].m_x, m_size[0].m_y, m_size[0].m_z,
dgFloat32(1.0f));
m_vertex[1] = dgVector(-m_size[0].m_x, m_size[0].m_y, m_size[0].m_z,
dgFloat32(1.0f));
m_vertex[2] = dgVector(m_size[0].m_x, -m_size[0].m_y, m_size[0].m_z,
dgFloat32(1.0f));
m_vertex[3] = dgVector(-m_size[0].m_x, -m_size[0].m_y, m_size[0].m_z,
dgFloat32(1.0f));
m_vertex[4] = dgVector(-m_size[0].m_x, -m_size[0].m_y, -m_size[0].m_z,
dgFloat32(1.0f));
m_vertex[5] = dgVector(m_size[0].m_x, -m_size[0].m_y, -m_size[0].m_z,
dgFloat32(1.0f));
m_vertex[6] = dgVector(-m_size[0].m_x, m_size[0].m_y, -m_size[0].m_z,
dgFloat32(1.0f));
m_vertex[7] = dgVector(m_size[0].m_x, m_size[0].m_y, -m_size[0].m_z,
dgFloat32(1.0f));
m_vertex_sse[0] = dgVector(m_vertex[0].m_x, m_vertex[1].m_x, m_vertex[2].m_x,
m_vertex[3].m_x);
m_vertex_sse[1] = dgVector(m_vertex[0].m_y, m_vertex[1].m_y, m_vertex[2].m_y,
m_vertex[3].m_y);
m_vertex_sse[2] = dgVector(m_vertex[0].m_z, m_vertex[1].m_z, m_vertex[2].m_z,
m_vertex[3].m_z);
m_vertex_sse[3] = dgVector(m_vertex[4].m_x, m_vertex[5].m_x, m_vertex[6].m_x,
m_vertex[7].m_x);
m_vertex_sse[4] = dgVector(m_vertex[4].m_y, m_vertex[5].m_y, m_vertex[6].m_y,
m_vertex[7].m_y);
m_vertex_sse[5] = dgVector(m_vertex[4].m_z, m_vertex[5].m_z, m_vertex[6].m_z,
m_vertex[7].m_z);
dgCollisionConvex::m_vertex = m_vertex;
dgCollisionConvex::m_simplex = m_edgeArray;
SetVolumeAndCG();
}
dgCollisionBox::~dgCollisionBox() {
// m_shapeRefCount --;
// NEWTON_ASSERT (m_shapeRefCount >= 0);
dgCollisionConvex::m_simplex = NULL;
dgCollisionConvex::m_vertex = NULL;
}
void dgCollisionBox::SetCollisionBBox(const dgVector &p0__,
const dgVector &p1__) {
NEWTON_ASSERT(0);
}
dgInt32 dgCollisionBox::CalculateSignature() const {
dgUnsigned32 buffer[2 * sizeof(dgMatrix) / sizeof(dgInt32)];
memset(buffer, 0, sizeof(buffer));
buffer[0] = m_collsionId;
buffer[1] = Quantize(m_size[0].m_x);
buffer[2] = Quantize(m_size[0].m_y);
buffer[3] = Quantize(m_size[0].m_z);
memcpy(&buffer[4], &m_offset, sizeof(dgMatrix));
return dgInt32(MakeCRC(buffer, sizeof(buffer)));
}
dgVector dgCollisionBox::SupportVertexSimd(const dgVector &dir) const {
#ifdef DG_BUILD_SIMD_CODE
#if 0
dgFloatSign *const ptr = (dgFloatSign *) &dir;
dgInt32 x = -(ptr[0].m_integer.m_iVal >> 31);
dgInt32 y = -(ptr[1].m_integer.m_iVal >> 31);
dgInt32 z = -(ptr[2].m_integer.m_iVal >> 31);
return dgVector(m_size[x].m_x, m_size[y].m_y, m_size[z].m_z, dgFloat32(0.0f));
#else
// according to Intel in latest possessors this is better, because read after write are very, very expensive
return dgVector(dir.m_x < dgFloat32(0.0f) ? m_size[1].m_x : m_size[0].m_x,
dir.m_y < dgFloat32(0.0f) ? m_size[1].m_y : m_size[0].m_y,
dir.m_z < dgFloat32(0.0f) ? m_size[1].m_z : m_size[0].m_z,
dgFloat32(0.0f));
#endif
#else
return dgVector(dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f));
#endif
}
dgVector dgCollisionBox::SupportVertex(const dgVector &dir) const {
NEWTON_ASSERT(dgAbsf(dir % dir - dgFloat32(1.0f)) < dgFloat32(1.0e-3f));
#if 0
dgFloatSign *const ptr = (dgFloatSign *) &dir;
dgInt32 x = -(ptr[0].m_integer.m_iVal >> 31);
dgInt32 y = -(ptr[1].m_integer.m_iVal >> 31);
dgInt32 z = -(ptr[2].m_integer.m_iVal >> 31);
return dgVector(m_size[x].m_x, m_size[y].m_y, m_size[z].m_z, dgFloat32(0.0f));
#else
// according to Intel in latest possessors this is better, because read after write are very, very expensive
return dgVector(dir.m_x < dgFloat32(0.0f) ? m_size[1].m_x : m_size[0].m_x,
dir.m_y < dgFloat32(0.0f) ? m_size[1].m_y : m_size[0].m_y,
dir.m_z < dgFloat32(0.0f) ? m_size[1].m_z : m_size[0].m_z,
dgFloat32(0.0f));
#endif
}
void dgCollisionBox::CalcAABB(const dgMatrix &matrix, dgVector &p0,
dgVector &p1) const {
dgFloat32 x = m_size[0].m_x * dgAbsf(matrix[0][0]) + m_size[0].m_y * dgAbsf(matrix[1][0]) + m_size[0].m_z * dgAbsf(matrix[2][0]) + DG_MAX_COLLISION_PADDING;
dgFloat32 y = m_size[0].m_x * dgAbsf(matrix[0][1]) + m_size[0].m_y * dgAbsf(matrix[1][1]) + m_size[0].m_z * dgAbsf(matrix[2][1]) + DG_MAX_COLLISION_PADDING;
dgFloat32 z = m_size[0].m_x * dgAbsf(matrix[0][2]) + m_size[0].m_y * dgAbsf(matrix[1][2]) + m_size[0].m_z * dgAbsf(matrix[2][2]) + DG_MAX_COLLISION_PADDING;
p0.m_x = matrix[3][0] - x;
p1.m_x = matrix[3][0] + x;
p0.m_y = matrix[3][1] - y;
p1.m_y = matrix[3][1] + y;
p0.m_z = matrix[3][2] - z;
p1.m_z = matrix[3][2] + z;
p0.m_w = dgFloat32(1.0f);
p1.m_w = dgFloat32(1.0f);
}
void dgCollisionBox::CalcAABBSimd(const dgMatrix &matrix, dgVector &p0,
dgVector &p1) const {
#ifdef DG_BUILD_SIMD_CODE
// dgFloat32 x;
// dgFloat32 y;
// dgFloat32 z;
simd_type tmp;
// x = m_size[0].m_x * dgAbsf(matrix[0][0]) + m_size[0].m_y * dgAbsf(matrix[1][0]) + m_size[0].m_z * dgAbsf(matrix[2][0]) + DG_MAX_COLLISION_PADDING;
// y = m_size[0].m_x * dgAbsf(matrix[0][1]) + m_size[0].m_y * dgAbsf(matrix[1][1]) + m_size[0].m_z * dgAbsf(matrix[2][1]) + DG_MAX_COLLISION_PADDING;
// z = m_size[0].m_x * dgAbsf(matrix[0][2]) + m_size[0].m_y * dgAbsf(matrix[1][2]) + m_size[0].m_z * dgAbsf(matrix[2][2]) + DG_MAX_COLLISION_PADDING;
tmp =
simd_mul_add_v(
simd_mul_add_v(
simd_mul_add_v((simd_type &)m_aabb_padd, (simd_type &)m_size_x, simd_and_v((simd_type &)m_signMask, (simd_type &)matrix[0])),
(simd_type &)m_size_y, simd_and_v((simd_type &)m_signMask, (simd_type &)matrix[1])),
(simd_type &)m_size_z, simd_and_v((simd_type &)m_signMask, (simd_type &)matrix[2]));
// p0.m_x = matrix[3][0] - x;
// p1.m_x = matrix[3][0] + x;
// p0.m_y = matrix[3][1] - y;
// p1.m_y = matrix[3][1] + y;
// p0.m_z = matrix[3][2] - z;
// p1.m_z = matrix[3][2] + z;
// p0.m_w = dgFloat32 (1.0f);
// p1.m_w = dgFloat32 (1.0f);
(simd_type &)p0 = simd_sub_v((simd_type &)matrix[3], tmp);
(simd_type &)p1 = simd_add_v((simd_type &)matrix[3], tmp);
#else
#endif
}
dgFloat32 dgCollisionBox::RayCast(const dgVector &localP0,
const dgVector &localP1, dgContactPoint &contactOut,
OnRayPrecastAction preFilter, const dgBody *const body,
void *const userData) const {
if (PREFILTER_RAYCAST(preFilter, reinterpret_cast<const NewtonBody *>(body), reinterpret_cast<const NewtonCollision *>(this), userData)) {
return dgFloat32(1.2f);
}
#if 0
bool cut;
dgFloat32 t;
dgFloat32 s;
dgFloat32 s1;
cut = false;
s = dgFloat32(0.0f);
dgVector p0(localP0);
dgVector p1(localP1);
for (int i = 0; i < 3; i ++) {
dgFloatSign tmp0;
dgFloatSign tmp1;
tmp0.m_fVal = m_size[0][i] - p0[i];
if (tmp0.m_integer.m_iVal > 0) {
tmp1.m_fVal = m_size[0][i] - p1[i];
if (tmp1.m_integer.m_iVal < 0) {
t = tmp0.m_fVal / (p1[i] - p0[i]);
p1 = p0 + (p1 - p0).Scale(t);
}
} else {
tmp1.m_fVal = m_size[0][i] - p1[i];
if (tmp1.m_integer.m_iVal > 0) {
s1 = (m_size[0][i] - localP0[i]) / (localP1[i] - localP0[i]);
if (s1 > s) {
s = s1;
cut = true;
contactOut.m_normal = dgVector(dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f));
contactOut.m_normal[i] = dgFloat32(1.0f);
contactOut.m_userId = SetUserDataID();
}
t = tmp0.m_fVal / (p1[i] - p0[i]);
p0 = p0 + (p1 - p0).Scale(t);
} else {
return dgFloat32(1.2f);
}
}
tmp0.m_fVal = -m_size[0][i] - p0[i];
if (tmp0.m_integer.m_iVal < 0) {
tmp1.m_fVal = -m_size[0][i] - p1[i];
if (tmp1.m_integer.m_iVal > 0) {
t = tmp0.m_fVal / (p1[i] - p0[i]);
p1 = p0 + (p1 - p0).Scale(t);
}
} else {
tmp1.m_fVal = -m_size[0][i] - p1[i];
if (tmp1.m_integer.m_iVal < 0) {
s1 = (-m_size[0][i] - localP0[i]) / (localP1[i] - localP0[i]);
if (s1 > s) {
s = s1;
cut = true;
contactOut.m_normal = dgVector(dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f));
contactOut.m_normal[i] = -dgFloat32(1.0f);
contactOut.m_userId = SetUserDataID();
}
t = tmp0.m_fVal / (p1[i] - p0[i]);
p0 = p0 + (p1 - p0).Scale(t);
} else {
return dgFloat32(1.2f);
}
}
}
return cut ? s : 1.2f;
#else
dgInt32 index = 0;
dgFloat32 signDir = dgFloat32(0.0f);
dgFloat32 tmin = dgFloat32(0.0f);
dgFloat32 tmax = dgFloat32(1.0f);
for (dgInt32 i = 0; i < 3; i++) {
dgFloat32 dp = localP1[i] - localP0[i];
if (dgAbsf(dp) < dgFloat32(1.0e-8f)) {
if (localP0[i] <= m_size[1][i] || localP0[i] >= m_size[0][i]) {
return dgFloat32(1.2f);
}
} else {
dp = dgFloat32(1.0f) / dp;
dgFloat32 t1 = (m_size[1][i] - localP0[i]) * dp;
dgFloat32 t2 = (m_size[0][i] - localP0[i]) * dp;
dgFloat32 sign = dgFloat32(-1.0f);
if (t1 > t2) {
sign = 1;
Swap(t1, t2);
}
if (t1 > tmin) {
signDir = sign;
index = i;
tmin = t1;
}
if (t2 < tmax) {
tmax = t2;
}
if (tmin > tmax) {
return dgFloat32(1.2f);
}
}
}
if (tmin >= dgFloat32(0.0f)) {
NEWTON_ASSERT(tmin < 1.0f);
contactOut.m_normal = dgVector(dgFloat32(0.0f), dgFloat32(0.0f),
dgFloat32(0.0f), dgFloat32(0.0f));
contactOut.m_normal[index] = signDir;
// contactOut.m_userId = SetUserData();
contactOut.m_userId = SetUserDataID();
} else {
tmin = dgFloat32(1.2f);
}
return tmin;
#endif
}
dgFloat32 dgCollisionBox::RayCastSimd(const dgVector &localP0,
const dgVector &localP1, dgContactPoint &contactOut,
OnRayPrecastAction preFilter, const dgBody *const body,
void *const userData) const {
return RayCast(localP0, localP1, contactOut, preFilter, body, userData);
}
dgFloat32 dgCollisionBox::CalculateMassProperties(dgVector &inertia,
dgVector &crossInertia, dgVector &centerOfMass) const {
// volume = dgCollisionConvex::CalculateMassProperties (inertia, crossInertia, centerOfMass);
centerOfMass = GetOffsetMatrix().m_posit;
dgFloat32 volume = dgFloat32(8.0f) * m_size[0].m_x * m_size[0].m_y * m_size[0].m_z;
dgVector II(
dgFloat32(1.0f / 3.0f) * volume * (m_size[0].m_y * m_size[0].m_y + m_size[0].m_z * m_size[0].m_z),
dgFloat32(1.0f / 3.0f) * volume * (m_size[0].m_x * m_size[0].m_x + m_size[0].m_z * m_size[0].m_z),
dgFloat32(1.0f / 3.0f) * volume * (m_size[0].m_x * m_size[0].m_x + m_size[0].m_y * m_size[0].m_y),
dgFloat32(0.0f));
dgMatrix inertiaTensor(dgGetIdentityMatrix());
inertiaTensor[0][0] = II.m_x;
inertiaTensor[1][1] = II.m_y;
inertiaTensor[2][2] = II.m_z;
inertiaTensor = GetOffsetMatrix().Inverse() * inertiaTensor * GetOffsetMatrix();
crossInertia.m_x = inertiaTensor[1][2] - volume * centerOfMass.m_y * centerOfMass.m_z;
crossInertia.m_y = inertiaTensor[0][2] - volume * centerOfMass.m_z * centerOfMass.m_x;
crossInertia.m_z = inertiaTensor[0][1] - volume * centerOfMass.m_x * centerOfMass.m_y;
crossInertia.m_w = dgFloat32(0.0f);
dgVector central(centerOfMass.CompProduct(centerOfMass));
inertia.m_x = inertiaTensor[0][0] + volume * (central.m_y + central.m_z);
inertia.m_y = inertiaTensor[1][1] + volume * (central.m_z + central.m_x);
inertia.m_z = inertiaTensor[2][2] + volume * (central.m_x + central.m_y);
inertia.m_w = dgFloat32(0.0f);
centerOfMass = centerOfMass.Scale(volume);
return volume;
}
void dgCollisionBox::SetBreakImpulse(dgFloat32 force) {
m_destructionImpulse = force;
}
dgFloat32 dgCollisionBox::GetBreakImpulse() const {
return m_destructionImpulse;
}
dgInt32 dgCollisionBox::CalculatePlaneIntersection(const dgVector &normal,
const dgVector &point, dgVector *const contactsOut) const {
dgFloat32 test[8];
dgPlane plane(normal, -(normal % point));
dgConvexSimplexEdge *edge = NULL;
{
dgFloat32 side1 = dgFloat32(1.0e20f);
for (dgInt32 i = 0; i < 8; i++) {
dgFloat32 side0 = plane.Evalue(m_vertex[i]);
test[i] = side0;
if (side0 > dgFloat32(0.0f)) {
if (side0 < side1) {
side1 = side0;
edge = m_supportVertexStarCuadrant[i];
}
}
}
}
dgInt32 count = 0;
if (edge) {
NEWTON_ASSERT(test[edge->m_vertex] > dgFloat32(0.0f));
dgConvexSimplexEdge *ptr = edge;
dgConvexSimplexEdge *firstEdge = NULL;
dgFloat32 side0 = test[edge->m_vertex];
do {
NEWTON_ASSERT(m_vertex[ptr->m_twin->m_vertex].m_w == dgFloat32(1.0f));
dgFloat32 side1 = test[ptr->m_twin->m_vertex];
if (side1 < side0) {
if (side1 < dgFloat32(0.0f)) {
firstEdge = ptr;
break;
}
side0 = side1;
edge = ptr->m_twin;
ptr = edge;
}
ptr = ptr->m_twin->m_next;
} while (ptr != edge);
if (firstEdge) {
edge = firstEdge;
ptr = edge;
do {
dgVector dp(m_vertex[ptr->m_twin->m_vertex] - m_vertex[ptr->m_vertex]);
dgFloat32 t = plane % dp;
if (t >= dgFloat32(-1.e-24f)) {
t = dgFloat32(0.0f);
} else {
t = test[ptr->m_vertex] / t;
if (t > dgFloat32(0.0f)) {
t = dgFloat32(0.0f);
}
if (t < dgFloat32(-1.0f)) {
t = dgFloat32(-1.0f);
}
}
NEWTON_ASSERT(t <= dgFloat32(0.01f));
NEWTON_ASSERT(t >= dgFloat32(-1.05f));
contactsOut[count] = m_vertex[ptr->m_vertex] - dp.Scale(t);
count++;
dgConvexSimplexEdge *ptr1 = ptr->m_next;
for (; ptr1 != ptr; ptr1 = ptr1->m_next) {
dgInt32 index0 = ptr1->m_twin->m_vertex;
if (test[index0] >= dgFloat32(0.0f)) {
NEWTON_ASSERT(test[ptr1->m_vertex] <= dgFloat32(0.0f));
break;
}
}
NEWTON_ASSERT(ptr != ptr1);
ptr = ptr1->m_twin;
} while ((ptr != edge) && (count < 8));
}
}
if (count > 1) {
count = RectifyConvexSlice(count, normal, contactsOut);
}
return count;
}
dgInt32 dgCollisionBox::CalculatePlaneIntersectionSimd(const dgVector &normal,
const dgVector &point, dgVector *const contactsOut) const {
#ifdef DG_BUILD_SIMD_CODE
dgInt32 i;
dgInt32 count;
dgInt32 index0;
dgInt32 index1;
dgFloat32 side0;
dgFloat32 side1;
dgFloat32 *test;
dgConvexSimplexEdge *ptr;
dgConvexSimplexEdge *ptr1;
dgConvexSimplexEdge *edge;
dgConvexSimplexEdge *firstEdge;
simd_type dot;
simd_type den;
simd_type p1p0;
// simd_type minVal;
// simd_type edgePtr;
simd_type plane_a;
simd_type plane_b;
simd_type plane_c;
simd_type plane_d;
simd_type side[2];
test = (dgFloat32 *)&side[0];
dgPlane plane(normal, -(normal % point));
plane_a = simd_set1(plane.m_x);
plane_b = simd_set1(plane.m_y);
plane_c = simd_set1(plane.m_z);
plane_d = simd_set1(plane.m_w);
side[0] =
simd_mul_add_v(simd_mul_add_v(simd_mul_add_v(plane_d, *((simd_type *)&m_vertex_sse[0]), plane_a),
*((simd_type *)&m_vertex_sse[1]), plane_b),
*((simd_type *)&m_vertex_sse[2]), plane_c);
side[1] =
simd_mul_add_v(simd_mul_add_v(simd_mul_add_v(plane_d, *((simd_type *)&m_vertex_sse[3]), plane_a),
*((simd_type *)&m_vertex_sse[4]), plane_b),
*((simd_type *)&m_vertex_sse[5]), plane_c);
// edgePtr = *((simd_type*) &m_zero);
// minVal = simd_mul_s(simd_load_s(m_huge.m_x), *((simd_type*) &m_nrh0p5));
// for (i = 0; i < 8; i ++) {
// den = simd_load_s(test[i]);
// dot = simd_cmpgt_s(den, *((simd_type*) &m_zero));
// den = simd_or_v(simd_and_v (den, dot), simd_andnot_v (*((simd_type*) &m_huge), dot));
// dot = simd_cmplt_s(den, minVal);
// minVal = simd_min_s(den, minVal);
// edgePtr = simd_or_v(simd_and_v (simd_load_s (*((float*) &m_supportVertexStarCuadrant[i])), dot), simd_andnot_v (edgePtr, dot));
// }
// simd_store_s(edgePtr, (dgFloat32 *)&edge);
edge = NULL;
side1 = dgFloat32(1.0e20f);
for (i = 0; i < 8; i++) {
// side0 = plane.Evalue (m_vertex[i]);
// test[i] = side0;
side0 = test[i];
if (side0 > dgFloat32(0.0f)) {
if (side0 < side1) {
side1 = side0;
edge = m_supportVertexStarCuadrant[i];
}
}
}
count = 0;
if (edge) {
ptr = edge;
firstEdge = NULL;
side0 = test[edge->m_vertex];
do {
NEWTON_ASSERT(m_vertex[ptr->m_twin->m_vertex].m_w == dgFloat32(1.0f));
side1 = test[ptr->m_twin->m_vertex];
if (side1 < side0) {
if (side1 < dgFloat32(0.0f)) {
firstEdge = ptr;
break;
}
side0 = side1;
edge = ptr->m_twin;
ptr = edge;
}
ptr = ptr->m_twin->m_next;
} while (ptr != edge);
if (firstEdge) {
edge = firstEdge;
ptr = edge;
do {
index0 = ptr->m_vertex;
index1 = ptr->m_twin->m_vertex;
// dgVector dp (m_vertex[index1] - m_vertex[index0]);
// contactsOut[count] = m_vertex[index0] - dp.Scale (test[index0] / (plane % dp));
NEWTON_ASSERT(m_vertex[index0].m_w == dgFloat32(1.0f));
NEWTON_ASSERT(m_vertex[index1].m_w == dgFloat32(1.0f));
p1p0 =
simd_sub_v(*(simd_type *)&m_vertex[index1], *(simd_type *)&m_vertex[index0]);
dot = simd_mul_v(p1p0, *(simd_type *)&plane);
dot =
simd_add_s(simd_add_v(dot, simd_move_hl_v(dot, dot)), simd_permut_v(dot, dot, PURMUT_MASK(3, 3, 3, 1)));
den = simd_rcp_s(dot);
den =
simd_mul_s(simd_load_s(test[index0]), simd_mul_sub_s(simd_add_s(den, den), simd_mul_s(den, dot), den));
den =
simd_min_s(simd_max_s(den, *(simd_type *)&m_negOne), *(simd_type *)&m_zero);
NEWTON_ASSERT(((dgFloat32 *)&den)[0] <= dgFloat32(0.0f));
NEWTON_ASSERT(((dgFloat32 *)&den)[0] >= dgFloat32(-1.0f));
(*(simd_type *)&contactsOut[count]) =
simd_mul_sub_v(*(simd_type *)&m_vertex[index0], p1p0, simd_permut_v(den, den, PURMUT_MASK(3, 0, 0, 0)));
count++;
for (ptr1 = ptr->m_next; ptr1 != ptr; ptr1 = ptr1->m_next) {
index0 = ptr1->m_twin->m_vertex;
if (test[index0] >= dgFloat32(0.0f)) {
NEWTON_ASSERT(test[ptr1->m_vertex] <= dgFloat32(0.0f));
break;
}
}
NEWTON_ASSERT(ptr != ptr1);
ptr = ptr1->m_twin;
} while ((ptr != edge) && (count < 8));
}
}
if (count > 1) {
count = RectifyConvexSlice(count, normal, contactsOut);
}
return count;
#else
return 0;
#endif
}
void dgCollisionBox::GetCollisionInfo(dgCollisionInfo *info) const {
dgCollisionConvex::GetCollisionInfo(info);
info->m_box.m_x = m_size[0].m_x * dgFloat32(2.0f);
info->m_box.m_y = m_size[0].m_y * dgFloat32(2.0f);
info->m_box.m_z = m_size[0].m_z * dgFloat32(2.0f);
info->m_offsetMatrix = GetOffsetMatrix();
// strcpy (info->m_collisionType, "box");
info->m_collisionType = m_collsionId;
}
void dgCollisionBox::Serialize(dgSerialize callback, void *const userData) const {
dgVector size(m_size[0].Scale(dgFloat32(2.0f)));
size.m_w = m_destructionImpulse;
SerializeLow(callback, userData);
callback(userData, &size, sizeof(dgVector));
}