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 * Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
 * Permission to use, copy, modify, distribute and sell this software
 * and its documentation for any purpose is hereby granted without fee,
 * provided that the above copyright notice appear in all copies.
 * Erwin Coumans makes no representations about the suitability 
 * of this software for any purpose.  
 * It is provided "as is" without express or implied warranty.
#include "CollisionShapes/CollisionShape.h"

void  CollisionShape::GetBoundingSphere(SimdVector3& center,SimdScalar& radius) const
      SimdTransform tr;
      SimdVector3 aabbMin,aabbMax;


      radius = (aabbMax-aabbMin).length()*0.5f;
      center = (aabbMin+aabbMax)*0.5f;

float CollisionShape::GetAngularMotionDisc() const
      SimdVector3 center;
      float disc;
      disc += (center).length();
      return disc;

00034 void CollisionShape::CalculateTemporalAabb(const SimdTransform& curTrans,const SimdVector3& linvel,const SimdVector3& angvel,SimdScalar timeStep, SimdVector3& temporalAabbMin,SimdVector3& temporalAabbMax)
      //start with static aabb

      float temporalAabbMaxx = temporalAabbMax.getX();
      float temporalAabbMaxy = temporalAabbMax.getY();
      float temporalAabbMaxz = temporalAabbMax.getZ();
      float temporalAabbMinx = temporalAabbMin.getX();
      float temporalAabbMiny = temporalAabbMin.getY();
      float temporalAabbMinz = temporalAabbMin.getZ();

      // add linear motion
      SimdVector3 linMotion = linvel*timeStep;
      //todo: simd would have a vector max/min operation, instead of per-element access
      if (linMotion.x() > 0.f)
            temporalAabbMaxx += linMotion.x(); 
            temporalAabbMinx += linMotion.x();
      if (linMotion.y() > 0.f)
            temporalAabbMaxy += linMotion.y(); 
            temporalAabbMiny += linMotion.y();
      if (linMotion.z() > 0.f)
            temporalAabbMaxz += linMotion.z(); 
            temporalAabbMinz += linMotion.z();

      //add conservative angular motion
      SimdScalar angularMotion = angvel.length() * GetAngularMotionDisc() * timeStep;
      SimdVector3 angularMotion3d(angularMotion,angularMotion,angularMotion);
      temporalAabbMin = SimdVector3(temporalAabbMinx,temporalAabbMiny,temporalAabbMinz);
      temporalAabbMax = SimdVector3(temporalAabbMaxx,temporalAabbMaxy,temporalAabbMaxz);

      temporalAabbMin -= angularMotion3d;
      temporalAabbMax += angularMotion3d;

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