public void GImpactVsCompoundshape(CollisionObject body0,
                                           CollisionObject body1,
                                           GImpactShapeInterface shape0,
                                           CompoundShape shape1, bool swapped)
        {
            IndexedMatrix orgtrans1 = body1.GetWorldTransform();

            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugGimpactAlgo)
            {
                BulletGlobals.g_streamWriter.WriteLine("GImpactAglo::GImpactVsCompoundshape");
            }


            int i = shape1.GetNumChildShapes();

            while (i-- != 0)
            {
                CollisionShape colshape1   = shape1.GetChildShape(i);
                IndexedMatrix  childtrans1 = orgtrans1 * shape1.GetChildTransform(i);

                body1.SetWorldTransform(ref childtrans1);

                //collide child shape
                GImpactVsShape(body0, body1,
                               shape0, colshape1, swapped);


                //restore transforms
                body1.SetWorldTransform(ref orgtrans1);
            }
        }
Ejemplo n.º 2
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        private void PreallocateChildAlgorithms(CollisionObject body0, CollisionObject body1)
        {
            CollisionObject colObj   = m_isSwapped ? body1 : body0;
            CollisionObject otherObj = m_isSwapped ? body0 : body1;

            Debug.Assert(colObj.GetCollisionShape().IsCompound());

            CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape());

            int numChildren = compoundShape.GetNumChildShapes();
            int i;

            //m_childCollisionAlgorithms.resize(numChildren);
            m_childCollisionAlgorithms.Clear();
            for (i = 0; i < numChildren; i++)
            {
                if (compoundShape.GetDynamicAabbTree() != null)
                {
                    m_childCollisionAlgorithms.Add(null);
                }
                else
                {
                    CollisionShape tmpShape   = colObj.GetCollisionShape();
                    CollisionShape childShape = compoundShape.GetChildShape(i);
                    colObj.InternalSetTemporaryCollisionShape(childShape);
                    CollisionAlgorithm ca = m_dispatcher.FindAlgorithm(colObj, otherObj, m_sharedManifold);
                    m_childCollisionAlgorithms.Add(ca);
                    colObj.InternalSetTemporaryCollisionShape(tmpShape);
                }
            }
        }
Ejemplo n.º 3
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        public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            resultOut = null;
            CollisionObject colObj   = m_isSwapped ? body1 : body0;
            CollisionObject otherObj = m_isSwapped ? body0 : body1;

            Debug.Assert(colObj.GetCollisionShape().IsCompound());

            CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape());

            //We will use the OptimizedBVH, AABB tree to cull potential child-overlaps
            //If both proxies are Compound, we will deal with that directly, by performing sequential/parallel tree traversals
            //given Proxy0 and Proxy1, if both have a tree, Tree0 and Tree1, this means:
            //determine overlapping nodes of Proxy1 using Proxy0 AABB against Tree1
            //then use each overlapping node AABB against Tree0
            //and vise versa.

            float hitFraction = 1f;

            int           numChildren = m_childCollisionAlgorithms.Count;
            IndexedMatrix orgTrans;
            float         frac;

            for (int i = 0; i < numChildren; i++)
            {
                //temporarily exchange parent btCollisionShape with childShape, and recurse
                CollisionShape childShape = compoundShape.GetChildShape(i);

                //backup
                orgTrans = colObj.GetWorldTransform();

                IndexedMatrix childTrans         = compoundShape.GetChildTransform(i);
                IndexedMatrix newChildWorldTrans = orgTrans * childTrans;

                colObj.SetWorldTransform(ref newChildWorldTrans);

                CollisionShape tmpShape = colObj.GetCollisionShape();
                colObj.InternalSetTemporaryCollisionShape(childShape);

                frac = m_childCollisionAlgorithms[i].CalculateTimeOfImpact(colObj, otherObj, dispatchInfo, resultOut);
                if (frac < hitFraction)
                {
                    hitFraction = frac;
                }
                //revert back
                colObj.InternalSetTemporaryCollisionShape(tmpShape);
                colObj.SetWorldTransform(ref orgTrans);
            }
            return(hitFraction);
        }
Ejemplo n.º 4
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        public override void Process(DbvtNode leaf)
        {
            int index = leaf.dataAsInt;

            CompoundShape  compoundShape = (CompoundShape)(m_compoundColObj.GetCollisionShape());
            CollisionShape childShape    = compoundShape.GetChildShape(index);

            if (m_dispatchInfo.getDebugDraw() != null && (((m_dispatchInfo.getDebugDraw().GetDebugMode() & DebugDrawModes.DBG_DrawAabb)) != 0))
            {
                IndexedVector3 worldAabbMin;
                IndexedVector3 worldAabbMax;
                IndexedMatrix  orgTrans = m_compoundColObj.GetWorldTransform();

                AabbUtil2.TransformAabb(leaf.volume.Mins(), leaf.volume.Maxs(), 0f, ref orgTrans, out worldAabbMin, out worldAabbMax);
                m_dispatchInfo.getDebugDraw().DrawAabb(worldAabbMin, worldAabbMax, new IndexedVector3(1, 0, 0));
            }
            ProcessChildShape(childShape, index);
        }
        public void GImpactVsCompoundshape(CollisionObject body0,
                          CollisionObject body1,
                          GImpactShapeInterface shape0,
                          CompoundShape shape1, bool swapped)
        {
            IndexedMatrix orgtrans1 = body1.GetWorldTransform();

            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugGimpactAlgo)
            {
                BulletGlobals.g_streamWriter.WriteLine("GImpactAglo::GImpactVsCompoundshape");
            }


            int i = shape1.GetNumChildShapes();
            while (i-- != 0)
            {

                CollisionShape colshape1 = shape1.GetChildShape(i);
                IndexedMatrix childtrans1 = orgtrans1 * shape1.GetChildTransform(i);

                body1.SetWorldTransform(ref childtrans1);

                //collide child shape
                GImpactVsShape(body0, body1,
                              shape0, colshape1, swapped);


                //restore transforms
                body1.SetWorldTransform(ref orgtrans1);
            }

        }
Ejemplo n.º 6
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        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //resultOut = null;
            CollisionObject colObj   = m_isSwapped ? body1 : body0;
            CollisionObject otherObj = m_isSwapped ? body0 : body1;

            Debug.Assert(colObj.GetCollisionShape().IsCompound());
            CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape());

            ///btCompoundShape might have changed:
            ////make sure the internal child collision algorithm caches are still valid
            if (compoundShape.GetUpdateRevision() != m_compoundShapeRevision)
            {
                ///clear and update all
                RemoveChildAlgorithms();
                PreallocateChildAlgorithms(body0, body1);
            }


            Dbvt tree = compoundShape.GetDynamicAabbTree();

            //use a dynamic aabb tree to cull potential child-overlaps
            using (CompoundLeafCallback callback = BulletGlobals.CompoundLeafCallbackPool.Get())
            {
                callback.Initialize(colObj, otherObj, m_dispatcher, dispatchInfo, resultOut, this, m_childCollisionAlgorithms, m_sharedManifold);

                ///we need to refresh all contact manifolds
                ///note that we should actually recursively traverse all children, btCompoundShape can nested more then 1 level deep
                ///so we should add a 'refreshManifolds' in the btCollisionAlgorithm
                {
                    m_manifoldArray.Clear();
                    for (int i = 0; i < m_childCollisionAlgorithms.Count; i++)
                    {
                        if (m_childCollisionAlgorithms[i] != null)
                        {
                            m_childCollisionAlgorithms[i].GetAllContactManifolds(m_manifoldArray);
                            for (int m = 0; m < m_manifoldArray.Count; m++)
                            {
                                if (m_manifoldArray[m].GetNumContacts() > 0)
                                {
                                    resultOut.SetPersistentManifold(m_manifoldArray[m]);
                                    resultOut.RefreshContactPoints();
                                    resultOut.SetPersistentManifold(null);//??necessary?
                                }
                            }
                            m_manifoldArray.Clear();
                        }
                    }
                }

                if (tree != null)
                {
                    IndexedVector3 localAabbMin;
                    IndexedVector3 localAabbMax;
                    IndexedMatrix  otherInCompoundSpace;
                    //otherInCompoundSpace = MathUtil.BulletMatrixMultiply(colObj.GetWorldTransform(),otherObj.GetWorldTransform());
                    otherInCompoundSpace = colObj.GetWorldTransform().Inverse() * otherObj.GetWorldTransform();

                    otherObj.GetCollisionShape().GetAabb(ref otherInCompoundSpace, out localAabbMin, out localAabbMax);

                    DbvtAabbMm bounds = DbvtAabbMm.FromMM(ref localAabbMin, ref localAabbMax);
                    //process all children, that overlap with  the given AABB bounds
                    Dbvt.CollideTV(tree.m_root, ref bounds, callback, tree.CollideTVStack, ref tree.CollideTVCount);
                }
                else
                {
                    //iterate over all children, perform an AABB check inside ProcessChildShape
                    int numChildren = m_childCollisionAlgorithms.Count;
                    for (int i = 0; i < numChildren; i++)
                    {
                        callback.ProcessChildShape(compoundShape.GetChildShape(i), i);
                    }
                }

                {
                    //iterate over all children, perform an AABB check inside ProcessChildShape
                    int numChildren = m_childCollisionAlgorithms.Count;

                    m_manifoldArray.Clear();
                    CollisionShape childShape = null;
                    IndexedMatrix  orgTrans;
                    IndexedMatrix  orgInterpolationTrans;
                    IndexedMatrix  newChildWorldTrans;


                    for (int i = 0; i < numChildren; i++)
                    {
                        if (m_childCollisionAlgorithms[i] != null)
                        {
                            childShape = compoundShape.GetChildShape(i);
                            //if not longer overlapping, remove the algorithm
                            orgTrans = colObj.GetWorldTransform();
                            orgInterpolationTrans = colObj.GetInterpolationWorldTransform();
                            IndexedMatrix childTrans = compoundShape.GetChildTransform(i);

                            newChildWorldTrans = orgTrans * childTrans;

                            //perform an AABB check first
                            IndexedVector3 aabbMin0;
                            IndexedVector3 aabbMax0;
                            IndexedVector3 aabbMin1;
                            IndexedVector3 aabbMax1;

                            childShape.GetAabb(ref newChildWorldTrans, out aabbMin0, out aabbMax0);
                            otherObj.GetCollisionShape().GetAabb(otherObj.GetWorldTransform(), out aabbMin1, out aabbMax1);

                            if (!AabbUtil2.TestAabbAgainstAabb2(ref aabbMin0, ref aabbMax0, ref aabbMin1, ref aabbMax1))
                            {
                                m_dispatcher.FreeCollisionAlgorithm(m_childCollisionAlgorithms[i]);
                                m_childCollisionAlgorithms[i] = null;
                            }
                        }
                    }
                }
            }
        }