public void GImpactVsConcave( CollisionObject body0, CollisionObject body1, GImpactShapeInterface shape0, ConcaveShape shape1, bool swapped) { GImpactTriangleCallback tricallback = new GImpactTriangleCallback(); tricallback.algorithm = this; tricallback.body0 = body0; tricallback.body1 = body1; tricallback.gimpactshape0 = shape0; tricallback.swapped = swapped; tricallback.margin = shape1.GetMargin(); //getting the trimesh AABB IndexedMatrix gimpactInConcaveSpace; gimpactInConcaveSpace = body1.GetWorldTransform().Inverse() * body0.GetWorldTransform(); IndexedVector3 minAABB, maxAABB; shape0.GetAabb(gimpactInConcaveSpace, out minAABB, out maxAABB); shape1.ProcessAllTriangles(tricallback, ref minAABB, ref maxAABB); }
//public override void processCollision (CollisionObject body0,CollisionObject body1,DispatcherInfo dispatchInfo,ManifoldResult resultOut) //{ // CollisionObject convexBody = m_isSwapped ? body1 : body0; // CollisionObject triBody = m_isSwapped ? body0 : body1; // if (triBody.getCollisionShape().isConcave()) // { // CollisionObject triOb = triBody; // ConcaveShape concaveShape = (ConcaveShape)(triOb.getCollisionShape()); // if (convexBody.getCollisionShape().isConvex()) // { // float collisionMarginTriangle = concaveShape.getMargin(); // resultOut.setPersistentManifold(m_convexTriangleCallback.m_manifoldPtr); // m_convexTriangleCallback.setTimeStepAndCounters(collisionMarginTriangle, dispatchInfo, resultOut); // //Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here. // //m_dispatcher.clearManifold(m_convexTriangleCallback.m_manifoldPtr); // m_convexTriangleCallback.m_manifoldPtr.setBodies(convexBody, triBody); // IndexedVector3 min = m_convexTriangleCallback.getAabbMin(); // IndexedVector3 max = m_convexTriangleCallback.getAabbMax(); // concaveShape.processAllTriangles(m_convexTriangleCallback, ref min,ref max ); // resultOut.refreshContactPoints(); // } // } //} //public override float calculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) //{ // CollisionObject convexbody = m_isSwapped ? body1 : body0; // CollisionObject triBody = m_isSwapped ? body0 : body1; // //quick approximation using raycast, todo: hook up to the continuous collision detection (one of the btConvexCast) // //only perform CCD above a certain threshold, this prevents blocking on the long run // //because object in a blocked ccd state (hitfraction<1) get their linear velocity halved each frame... // float squareMot0 = (convexbody.getInterpolationWorldTransform()._origin - convexbody.getWorldTransform()._origin).LengthSquared(); // if (squareMot0 < convexbody.getCcdSquareMotionThreshold()) // { // return 1f; // } // //const IndexedVector3& from = convexbody.m_worldTransform._origin; // //IndexedVector3 to = convexbody.m_interpolationWorldTransform._origin; // //todo: only do if the motion exceeds the 'radius' // //IndexedMatrix triInv = IndexedMatrix.Invert(triBody.getWorldTransform()); // //IndexedMatrix convexFromLocal = MathUtil.bulletMatrixMultiply(triInv , convexbody.getWorldTransform()); // //IndexedMatrix convexToLocal = MathUtil.bulletMatrixMultiply(triInv , convexbody.getInterpolationWorldTransform()); // IndexedMatrix triInv = IndexedMatrix.Invert(triBody.getWorldTransform()); // IndexedMatrix convexFromLocal = MathUtil.inverseTimes(triBody.getWorldTransform(), convexbody.getWorldTransform()); // IndexedMatrix convexToLocal = MathUtil.inverseTimes(triBody.getWorldTransform(), convexbody.getInterpolationWorldTransform()); // if (triBody.getCollisionShape().isConcave()) // { // IndexedVector3 rayAabbMin = convexFromLocal._origin; // MathUtil.vectorMin(convexToLocal._origin, ref rayAabbMin); // IndexedVector3 rayAabbMax = convexFromLocal._origin; // MathUtil.vectorMax(convexToLocal._origin,ref rayAabbMax); // float ccdRadius0 = convexbody.getCcdSweptSphereRadius(); // rayAabbMin -= new IndexedVector3(ccdRadius0,ccdRadius0,ccdRadius0); // rayAabbMax += new IndexedVector3(ccdRadius0,ccdRadius0,ccdRadius0); // float curHitFraction = 1.0f; //is this available? // LocalTriangleSphereCastCallback raycastCallback = new LocalTriangleSphereCastCallback(ref convexFromLocal, ref convexToLocal, // convexbody.getCcdSweptSphereRadius(),curHitFraction); // raycastCallback.m_hitFraction = convexbody.getHitFraction(); // CollisionObject concavebody = triBody; // ConcaveShape triangleMesh = (ConcaveShape) concavebody.getCollisionShape(); // if (triangleMesh != null) // { // triangleMesh.processAllTriangles(raycastCallback,ref rayAabbMin,ref rayAabbMax); // } // if (raycastCallback.m_hitFraction < convexbody.getHitFraction()) // { // convexbody.setHitFraction( raycastCallback.m_hitFraction); // float result = raycastCallback.m_hitFraction; // raycastCallback.cleanup(); // return result; // } // raycastCallback.cleanup(); // } // return 1f; //} public override void ProcessCollision(CollisionObject bodyA, CollisionObject bodyB, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { //fixme CollisionObject convexBody = m_isSwapped ? bodyB : bodyA; CollisionObject triBody = m_isSwapped ? bodyA : bodyB; if (triBody.GetCollisionShape().IsConcave()) { CollisionObject triOb = triBody; ConcaveShape concaveShape = triOb.GetCollisionShape() as ConcaveShape; if (convexBody.GetCollisionShape().IsConvex()) { float collisionMarginTriangle = concaveShape.GetMargin(); resultOut.SetPersistentManifold(m_convexTriangleCallback.m_manifoldPtr); m_convexTriangleCallback.SetTimeStepAndCounters(collisionMarginTriangle, dispatchInfo, resultOut); //Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here. //m_dispatcher->clearManifold(m_btConvexTriangleCallback.m_manifoldPtr); m_convexTriangleCallback.m_manifoldPtr.SetBodies(convexBody, triBody); IndexedVector3 min = m_convexTriangleCallback.GetAabbMin(); IndexedVector3 max = m_convexTriangleCallback.GetAabbMax(); concaveShape.ProcessAllTriangles(m_convexTriangleCallback, ref min, ref max); resultOut.RefreshContactPoints(); } } }
public void Initialize(ConvexShape castShape, ref IndexedMatrix from, ref IndexedMatrix to, ConvexResultCallback resultCallback, CollisionObject collisionObject, ConcaveShape triangleMesh, ref IndexedMatrix triangleToWorld) { base.Initialize(castShape, ref from, ref to, ref triangleToWorld, triangleMesh.GetMargin()); m_resultCallback = resultCallback; m_collisionObject = collisionObject; m_triangleMesh = triangleMesh; }
public BridgeTriangleConvexcastCallback() { } // for pool public BridgeTriangleConvexcastCallback(ConvexShape castShape, ref IndexedMatrix from, ref IndexedMatrix to, ConvexResultCallback resultCallback, CollisionObject collisionObject, ConcaveShape triangleMesh, ref IndexedMatrix triangleToWorld) : base(castShape, ref from, ref to, ref triangleToWorld, triangleMesh.GetMargin()) { m_resultCallback = resultCallback; m_collisionObject = collisionObject; m_triangleMesh = triangleMesh; }
public void GImpactVsConcave( CollisionObject body0, CollisionObject body1, GImpactShapeInterface shape0, ConcaveShape shape1, bool swapped) { GImpactTriangleCallback tricallback = new GImpactTriangleCallback(); tricallback.algorithm = this; tricallback.body0 = body0; tricallback.body1 = body1; tricallback.gimpactshape0 = shape0; tricallback.swapped = swapped; tricallback.margin = shape1.GetMargin(); //getting the trimesh AABB IndexedMatrix gimpactInConcaveSpace; gimpactInConcaveSpace = body1.GetWorldTransform().Inverse() * body0.GetWorldTransform(); IndexedVector3 minAABB, maxAABB; shape0.GetAabb(gimpactInConcaveSpace, out minAABB, out maxAABB); shape1.ProcessAllTriangles(tricallback, ref minAABB, ref maxAABB); }