From 002264a5a14dbcaad67ce5364b4aabd32d29d184 Mon Sep 17 00:00:00 2001 From: Daniel Chappuis Date: Thu, 2 Nov 2017 23:01:32 +0100 Subject: [PATCH] Remove unused files --- .../narrowphase/ConcaveVsConvexAlgorithm.cpp | 302 ------------------ .../narrowphase/ConcaveVsConvexAlgorithm.h | 196 ------------ 2 files changed, 498 deletions(-) delete mode 100644 src/collision/narrowphase/ConcaveVsConvexAlgorithm.cpp delete mode 100644 src/collision/narrowphase/ConcaveVsConvexAlgorithm.h diff --git a/src/collision/narrowphase/ConcaveVsConvexAlgorithm.cpp b/src/collision/narrowphase/ConcaveVsConvexAlgorithm.cpp deleted file mode 100644 index 8a2475a2..00000000 --- a/src/collision/narrowphase/ConcaveVsConvexAlgorithm.cpp +++ /dev/null @@ -1,302 +0,0 @@ -/******************************************************************************** -* ReactPhysics3D physics library, http://www.reactphysics3d.com * -* Copyright (c) 2010-2016 Daniel Chappuis * -********************************************************************************* -* * -* 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. * -* * -********************************************************************************/ -/* -// Libraries -#include "collision/shapes/ConcaveShape.h" -#include "collision/shapes/TriangleShape.h" -#include "ConcaveVsConvexAlgorithm.h" -#include "collision/CollisionDetection.h" -#include "engine/CollisionWorld.h" -#include - -using namespace reactphysics3d; - -// Report collision between a triangle of a concave shape and the convex mesh shape (for middle-phase) -void MiddlePhaseTriangleCallback::testTriangle(uint meshSubPart, uint triangleIndex, const Vector3* trianglePoints, - const Vector3* verticesNormals) { - - // Create a triangle collision shape - decimal margin = mConcaveShape->getTriangleMargin(); - TriangleShape* triangleShape = new (mAllocator.allocate(sizeof(TriangleShape))) - TriangleShape(trianglePoints[0], trianglePoints[1], trianglePoints[2], - verticesNormals, meshSubPart, triangleIndex, margin); - - // Create a narrow phase info for the narrow-phase collision detection - NarrowPhaseInfo* firstNarrowPhaseInfo = narrowPhaseInfoList; - narrowPhaseInfoList = new (mAllocator.allocate(sizeof(NarrowPhaseInfo))) - NarrowPhaseInfo(mOverlappingPair, mConvexProxyShape->getCollisionShape(), - triangleShape, mConvexProxyShape->getLocalToWorldTransform(), - mConcaveProxyShape->getLocalToWorldTransform(), mConvexProxyShape->getCachedCollisionData(), - mConcaveProxyShape->getCachedCollisionData()); - narrowPhaseInfoList->next = firstNarrowPhaseInfo; -} - -// Return true and compute a contact info if the two bounding volumes collide -void ConcaveVsConvexAlgorithm::testCollision(const NarrowPhaseInfo* narrowPhaseInfo, - NarrowPhaseCallback* narrowPhaseCallback) { - -// ProxyShape* convexProxyShape; -// ProxyShape* concaveProxyShape; -// const ConvexShape* convexShape; -// const ConcaveShape* concaveShape; - -// // Collision shape 1 is convex, collision shape 2 is concave -// if (shape1Info.collisionShape->isConvex()) { -// convexProxyShape = shape1Info.proxyShape; -// convexShape = static_cast(shape1Info.collisionShape); -// concaveProxyShape = shape2Info.proxyShape; -// concaveShape = static_cast(shape2Info.collisionShape); -// } -// else { // Collision shape 2 is convex, collision shape 1 is concave -// convexProxyShape = shape2Info.proxyShape; -// convexShape = static_cast(shape2Info.collisionShape); -// concaveProxyShape = shape1Info.proxyShape; -// concaveShape = static_cast(shape1Info.collisionShape); -// } - -// // Set the parameters of the callback object -// ConvexVsTriangleCallback convexVsTriangleCallback; -// convexVsTriangleCallback.setCollisionDetection(mCollisionDetection); -// convexVsTriangleCallback.setConvexShape(convexShape); -// convexVsTriangleCallback.setConcaveShape(concaveShape); -// convexVsTriangleCallback.setProxyShapes(convexProxyShape, concaveProxyShape); -// convexVsTriangleCallback.setOverlappingPair(shape1Info.overlappingPair); - -// // Compute the convex shape AABB in the local-space of the convex shape -// AABB aabb; -// convexShape->computeAABB(aabb, convexProxyShape->getLocalToWorldTransform()); - -// // If smooth mesh collision is enabled for the concave mesh -// if (concaveShape->getIsSmoothMeshCollisionEnabled()) { - -// std::vector contactPoints; - -// SmoothCollisionNarrowPhaseCallback smoothNarrowPhaseCallback(contactPoints); - -// convexVsTriangleCallback.setNarrowPhaseCallback(&smoothNarrowPhaseCallback); - -// // Call the convex vs triangle callback for each triangle of the concave shape -// concaveShape->testAllTriangles(convexVsTriangleCallback, aabb); - -// // Run the smooth mesh collision algorithm -// processSmoothMeshCollision(shape1Info.overlappingPair, contactPoints, narrowPhaseCallback); -// } -// else { - -// convexVsTriangleCallback.setNarrowPhaseCallback(narrowPhaseCallback); - -// // Call the convex vs triangle callback for each triangle of the concave shape -// concaveShape->testAllTriangles(convexVsTriangleCallback, aabb); -// } -} - -//// Test collision between a triangle and the convex mesh shape -//void ConvexVsTriangleCallback::testTriangle(const Vector3* trianglePoints) { - -// // Create a triangle collision shape -// decimal margin = mConcaveShape->getTriangleMargin(); -// TriangleShape triangleShape(trianglePoints[0], trianglePoints[1], trianglePoints[2], margin); - -// // Select the collision algorithm to use between the triangle and the convex shape -// NarrowPhaseAlgorithm* algo = mCollisionDetection->getCollisionAlgorithm(triangleShape.getType(), -// mConvexShape->getType()); - -// // If there is no collision algorithm between those two kinds of shapes -// if (algo == nullptr) return; - -// // Notify the narrow-phase algorithm about the overlapping pair we are going to test -// algo->setCurrentOverlappingPair(mOverlappingPair); - -// // Create the CollisionShapeInfo objects -// CollisionShapeInfo shapeConvexInfo(mConvexProxyShape, mConvexShape, mConvexProxyShape->getLocalToWorldTransform(), -// mOverlappingPair, mConvexProxyShape->getCachedCollisionData()); -// CollisionShapeInfo shapeConcaveInfo(mConcaveProxyShape, &triangleShape, -// mConcaveProxyShape->getLocalToWorldTransform(), -// mOverlappingPair, mConcaveProxyShape->getCachedCollisionData()); - -// // Use the collision algorithm to test collision between the triangle and the other convex shape -// algo->testCollision(shapeConvexInfo, shapeConcaveInfo, mNarrowPhaseCallback); -//} - -// Process the concave triangle mesh collision using the smooth mesh collision algorithm described -// by Pierre Terdiman (http://www.codercorner.com/MeshContacts.pdf). This is used to avoid the collision -// issue with some internal edges. -//void ConcaveVsConvexAlgorithm::processSmoothMeshCollision(OverlappingPair* overlappingPair, -// std::vector contactPoints, -// NarrowPhaseCallback* narrowPhaseCallback) { - -// // Set with the triangle vertices already processed to void further contacts with same triangle -// std::unordered_multimap processTriangleVertices; - -// // Sort the list of narrow-phase contacts according to their penetration depth -// std::sort(contactPoints.begin(), contactPoints.end(), ContactsDepthCompare()); - -// // For each contact point (from smaller penetration depth to larger) -// std::vector::const_iterator it; -// for (it = contactPoints.begin(); it != contactPoints.end(); ++it) { - -// const SmoothMeshContactInfo info = *it; -// const Vector3& contactPoint = info.isFirstShapeTriangle ? info.contactInfo.localPoint1 : info.contactInfo.localPoint2; - -// // Compute the barycentric coordinates of the point in the triangle -// decimal u, v, w; -// computeBarycentricCoordinatesInTriangle(info.triangleVertices[0], -// info.triangleVertices[1], -// info.triangleVertices[2], -// contactPoint, u, v, w); -// int nbZeros = 0; -// bool isUZero = approxEqual(u, 0, 0.0001); -// bool isVZero = approxEqual(v, 0, 0.0001); -// bool isWZero = approxEqual(w, 0, 0.0001); -// if (isUZero) nbZeros++; -// if (isVZero) nbZeros++; -// if (isWZero) nbZeros++; - -// // If it is a vertex contact -// if (nbZeros == 2) { - -// Vector3 contactVertex = !isUZero ? info.triangleVertices[0] : (!isVZero ? info.triangleVertices[1] : info.triangleVertices[2]); - -// // Check that this triangle vertex has not been processed yet -// if (!hasVertexBeenProcessed(processTriangleVertices, contactVertex)) { - -// // Keep the contact as it is and report it -// narrowPhaseCallback->notifyContact(overlappingPair, info.contactInfo); -// } -// } -// else if (nbZeros == 1) { // If it is an edge contact - -// Vector3 contactVertex1 = isUZero ? info.triangleVertices[1] : (isVZero ? info.triangleVertices[0] : info.triangleVertices[0]); -// Vector3 contactVertex2 = isUZero ? info.triangleVertices[2] : (isVZero ? info.triangleVertices[2] : info.triangleVertices[1]); - -// // Check that this triangle edge has not been processed yet -// if (!hasVertexBeenProcessed(processTriangleVertices, contactVertex1) && -// !hasVertexBeenProcessed(processTriangleVertices, contactVertex2)) { - -// // Keep the contact as it is and report it -// narrowPhaseCallback->notifyContact(overlappingPair, info.contactInfo); -// } - -// } -// else { // If it is a face contact - -// ContactPointInfo newContactInfo(info.contactInfo); - -// ProxyShape* firstShape; -// ProxyShape* secondShape; -// if (info.isFirstShapeTriangle) { -// firstShape = overlappingPair->getShape1(); -// secondShape = overlappingPair->getShape2(); -// } -// else { -// firstShape = overlappingPair->getShape2(); -// secondShape = overlappingPair->getShape1(); -// } - -// // We use the triangle normal as the contact normal -// Vector3 a = info.triangleVertices[1] - info.triangleVertices[0]; -// Vector3 b = info.triangleVertices[2] - info.triangleVertices[0]; -// Vector3 localNormal = a.cross(b); -// newContactInfo.normal = firstShape->getLocalToWorldTransform().getOrientation() * localNormal; -// Vector3 firstLocalPoint = info.isFirstShapeTriangle ? info.contactInfo.localPoint1 : info.contactInfo.localPoint2; -// Vector3 firstWorldPoint = firstShape->getLocalToWorldTransform() * firstLocalPoint; -// newContactInfo.normal.normalize(); -// if (newContactInfo.normal.dot(info.contactInfo.normal) < 0) { -// newContactInfo.normal = -newContactInfo.normal; -// } - -// // We recompute the contact point on the second body with the new normal as described in -// // the Smooth Mesh Contacts with GJK of the Game Physics Pearls book (from Gino van Den Bergen and -// // Dirk Gregorius) to avoid adding torque -// Transform worldToLocalSecondPoint = secondShape->getLocalToWorldTransform().getInverse(); -// if (info.isFirstShapeTriangle) { -// Vector3 newSecondWorldPoint = firstWorldPoint + newContactInfo.normal; -// newContactInfo.localPoint2 = worldToLocalSecondPoint * newSecondWorldPoint; -// } -// else { -// Vector3 newSecondWorldPoint = firstWorldPoint - newContactInfo.normal; -// newContactInfo.localPoint1 = worldToLocalSecondPoint * newSecondWorldPoint; -// } - -// // Report the contact -// narrowPhaseCallback->notifyContact(overlappingPair, newContactInfo); -// } - -// // Add the three vertices of the triangle to the set of processed -// // triangle vertices -// addProcessedVertex(processTriangleVertices, info.triangleVertices[0]); -// addProcessedVertex(processTriangleVertices, info.triangleVertices[1]); -// addProcessedVertex(processTriangleVertices, info.triangleVertices[2]); -// } -//} - -// Return true if the vertex is in the set of already processed vertices -bool ConcaveVsConvexAlgorithm::hasVertexBeenProcessed(const std::unordered_multimap& processTriangleVertices, const Vector3& vertex) const { - - int key = int(vertex.x * vertex.y * vertex.z); - - auto range = processTriangleVertices.equal_range(key); - for (auto it = range.first; it != range.second; ++it) { - if (vertex.x == it->second.x && vertex.y == it->second.y && vertex.z == it->second.z) return true; - } - - return false; -} - - -//// Called by a narrow-phase collision algorithm when a new contact has been found -//void SmoothCollisionNarrowPhaseCallback::notifyContact(OverlappingPair* overlappingPair, -// const ContactPointInfo& contactInfo) { -// Vector3 triangleVertices[3]; -// bool isFirstShapeTriangle; - -// // If the collision shape 1 is the triangle -// if (contactInfo.collisionShape1->getType() == CollisionShapeType::TRIANGLE) { -// assert(contactInfo.collisionShape2->getType() != CollisionShapeType::TRIANGLE); - -// const TriangleShape* triangleShape = static_cast(contactInfo.collisionShape1); -// triangleVertices[0] = triangleShape->getVertex(0); -// triangleVertices[1] = triangleShape->getVertex(1); -// triangleVertices[2] = triangleShape->getVertex(2); - -// isFirstShapeTriangle = true; -// } -// else { // If the collision shape 2 is the triangle -// assert(contactInfo.collisionShape2->getType() == CollisionShapeType::TRIANGLE); - -// const TriangleShape* triangleShape = static_cast(contactInfo.collisionShape2); -// triangleVertices[0] = triangleShape->getVertex(0); -// triangleVertices[1] = triangleShape->getVertex(1); -// triangleVertices[2] = triangleShape->getVertex(2); - -// isFirstShapeTriangle = false; -// } -// SmoothMeshContactInfo smoothContactInfo(contactInfo, isFirstShapeTriangle, triangleVertices[0], triangleVertices[1], triangleVertices[2]); - -// // Add the narrow-phase contact into the list of contact to process for -// // smooth mesh collision -// mContactPoints.push_back(smoothContactInfo); -//} -*/ diff --git a/src/collision/narrowphase/ConcaveVsConvexAlgorithm.h b/src/collision/narrowphase/ConcaveVsConvexAlgorithm.h deleted file mode 100644 index 70cd3dbc..00000000 --- a/src/collision/narrowphase/ConcaveVsConvexAlgorithm.h +++ /dev/null @@ -1,196 +0,0 @@ -/******************************************************************************** -* ReactPhysics3D physics library, http://www.reactphysics3d.com * -* Copyright (c) 2010-2016 Daniel Chappuis * -********************************************************************************* -* * -* 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 REACTPHYSICS3D_CONCAVE_VS_CONVEX_ALGORITHM_H -#define REACTPHYSICS3D_CONCAVE_VS_CONVEX_ALGORITHM_H - -// Libraries -#include "NarrowPhaseAlgorithm.h" -#include "collision/shapes/ConvexShape.h" -#include "collision/shapes/ConcaveShape.h" -#include "memory/SingleFrameAllocator.h" -#include - -/// Namespace ReactPhysics3D -namespace reactphysics3d { - -// Class ConvexVsTriangleCallback -class MiddlePhaseTriangleCallback : public TriangleCallback { - - protected: - - /// Broadphase overlapping pair - OverlappingPair* mOverlappingPair; - - /// Pointer to the concave proxy shape - ProxyShape* mConcaveProxyShape; - - /// Pointer to the convex proxy shape - ProxyShape* mConvexProxyShape; - - /// Pointer to the concave collision shape - const ConcaveShape* mConcaveShape; - - /// Reference to the single-frame memory allocator - Allocator& mAllocator; - - public: - - /// Pointer to the first element of the linked-list of narrow-phase info - NarrowPhaseInfo* narrowPhaseInfoList; - - /// Constructor - MiddlePhaseTriangleCallback(OverlappingPair* overlappingPair, - ProxyShape* concaveProxyShape, - ProxyShape* convexProxyShape, const ConcaveShape* concaveShape, - Allocator& allocator) - :mOverlappingPair(overlappingPair), mConcaveProxyShape(concaveProxyShape), - mConvexProxyShape(convexProxyShape), mConcaveShape(concaveShape), - mAllocator(allocator), narrowPhaseInfoList(nullptr) { - - } - - /// Test collision between a triangle and the convex mesh shape - virtual void testTriangle(uint meshSubpart, uint triangleIndex, const Vector3* trianglePoints, - const Vector3* verticesNormals) override; -}; - -// Class SmoothMeshContactInfo -struct SmoothMeshContactInfo { - - public: - - ContactManifoldInfo* contactManifoldInfo; - ContactPointInfo* contactInfo; - bool isFirstShapeTriangle; - Vector3 triangleVertices[3]; - bool isUVWZero[3]; - - /// Constructor - SmoothMeshContactInfo(ContactManifoldInfo* manifoldInfo, ContactPointInfo* contactPointInfo, - bool firstShapeTriangle, - const Vector3& trianglePoint1, const Vector3& trianglePoint2, - const Vector3& trianglePoint3, bool isUZero, bool isVZero, bool isWZero) - : contactManifoldInfo(manifoldInfo), contactInfo(contactPointInfo) { - - isFirstShapeTriangle = firstShapeTriangle; - - triangleVertices[0] = trianglePoint1; - triangleVertices[1] = trianglePoint2; - triangleVertices[2] = trianglePoint3; - - isUVWZero[0] = isUZero; - isUVWZero[1] = isVZero; - isUVWZero[2] = isWZero; - } - -}; - -struct ContactsDepthCompare { - bool operator()(const SmoothMeshContactInfo& contact1, const SmoothMeshContactInfo& contact2) - { - return contact1.contactInfo->penetrationDepth < contact2.contactInfo->penetrationDepth; - } -}; - -/// Method used to compare two smooth mesh contact info to sort them -//inline static bool contactsDepthCompare(const SmoothMeshContactInfo& contact1, -// const SmoothMeshContactInfo& contact2) { -// return contact1.contactInfo.penetrationDepth < contact2.contactInfo.penetrationDepth; -//} - -// TODO : Delete this -// Class SmoothCollisionNarrowPhaseCallback -class SmoothCollisionNarrowPhaseCallback { - - private: - - std::vector& mContactPoints; - - - public: - - // Constructor - SmoothCollisionNarrowPhaseCallback(std::vector& contactPoints) - : mContactPoints(contactPoints) { - - } - -}; - -// TODO : Delete this -// Class ConcaveVsConvexAlgorithm -class ConcaveVsConvexAlgorithm { - - protected : - - // -------------------- Attributes -------------------- // - - // -------------------- Methods -------------------- // - - /// Process the concave triangle mesh collision using the smooth mesh collision algorithm - void processSmoothMeshCollision(OverlappingPair* overlappingPair, - std::vector contactPoints, - NarrowPhaseCallback* narrowPhaseCallback); - - /// Add a triangle vertex into the set of processed triangles - void addProcessedVertex(std::unordered_multimap& processTriangleVertices, - const Vector3& vertex); - - /// Return true if the vertex is in the set of already processed vertices - bool hasVertexBeenProcessed(const std::unordered_multimap& processTriangleVertices, - const Vector3& vertex) const; - - public : - - // -------------------- Methods -------------------- // - - /// Constructor - ConcaveVsConvexAlgorithm() = default; - - /// Destructor - ~ConcaveVsConvexAlgorithm() = default; - - /// Private copy-constructor - ConcaveVsConvexAlgorithm(const ConcaveVsConvexAlgorithm& algorithm) = delete; - - /// Private assignment operator - ConcaveVsConvexAlgorithm& operator=(const ConcaveVsConvexAlgorithm& algorithm) = delete; - - /// Compute a contact info if the two bounding volume collide - void testCollision(const NarrowPhaseInfo* narrowPhaseInfo, - NarrowPhaseCallback* narrowPhaseCallback); -}; - -// Add a triangle vertex into the set of processed triangles -inline void ConcaveVsConvexAlgorithm::addProcessedVertex(std::unordered_multimap& processTriangleVertices, const Vector3& vertex) { - processTriangleVertices.insert(std::make_pair(int(vertex.x * vertex.y * vertex.z), vertex)); -} - -} - -#endif - -*/