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* Adjustment: Initial CMake reworking.
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Engine/lib/bullet/test/collision/SphereSphereCollision.h
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Engine/lib/bullet/test/collision/SphereSphereCollision.h
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2014 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SPHERE_SPHERE_COLLISION_H
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#define SPHERE_SPHERE_COLLISION_H
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#include "LinearMath/btTransform.h" // Note that btVector3 might be double precision...
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#include "btDistanceInfo.h"
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struct btSphereSphereCollisionDescription
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{
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btTransform m_sphereTransformA;
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btTransform m_sphereTransformB;
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btScalar m_radiusA;
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btScalar m_radiusB;
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};
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///compute the distance between two spheres, where the distance is zero when the spheres are touching
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///positive distance means the spheres are separate and negative distance means penetration
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///point A and pointB are witness points, and normalOnB points from sphere B to sphere A
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inline int btComputeSphereSphereCollision(const btSphereSphereCollisionDescription& input, btDistanceInfo* distInfo)
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{
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btVector3 diff = input.m_sphereTransformA.getOrigin()- input.m_sphereTransformB.getOrigin();
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btScalar len = diff.length();
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btScalar radiusA = input.m_radiusA;
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btScalar radiusB = input.m_radiusB;
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///distance (negative means penetration)
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btScalar dist = len - (radiusA+radiusB);
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btVector3 normalOnSurfaceB(1,0,0);
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if (len > SIMD_EPSILON)
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{
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normalOnSurfaceB = diff / len;
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}
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distInfo->m_distance = dist;
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distInfo->m_normalBtoA = normalOnSurfaceB;
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distInfo->m_pointOnA = input.m_sphereTransformA.getOrigin()-input.m_radiusA*normalOnSurfaceB;
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distInfo->m_pointOnB = input.m_sphereTransformB.getOrigin()+input.m_radiusB*normalOnSurfaceB;
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return 0;//sphere-sphere cannot fail
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}
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#endif //SPHERE_SPHERE_COLLISION_H
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