Exemple #1
0
        public void ProcessTriangle(IndexedVector3[] triangle, int partId, int triangleIndex)
        {
            //do a swept sphere for now
            IndexedMatrix ident      = IndexedMatrix.Identity;
            CastResult    castResult = BulletGlobals.CastResultPool.Get();

            castResult.m_fraction = m_hitFraction;
            SphereShape pointShape = BulletGlobals.SphereShapePool.Get();

            pointShape.Initialize(m_ccdSphereRadius);
            using (TriangleShape triShape = BulletGlobals.TriangleShapePool.Get())
            {
                triShape.Initialize(ref triangle[0], ref triangle[1], ref triangle[2]);
                VoronoiSimplexSolver simplexSolver = BulletGlobals.VoronoiSimplexSolverPool.Get();
                SubSimplexConvexCast convexCaster  = BulletGlobals.SubSimplexConvexCastPool.Get();
                convexCaster.Initialize(pointShape, triShape, simplexSolver);
                //GjkConvexCast	convexCaster(&pointShape,convexShape,&simplexSolver);
                //ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0);
                //local space?

                if (convexCaster.CalcTimeOfImpact(ref m_ccdSphereFromTrans, ref m_ccdSphereToTrans,
                                                  ref ident, ref ident, castResult))
                {
                    if (m_hitFraction > castResult.m_fraction)
                    {
                        m_hitFraction = castResult.m_fraction;
                    }
                }
                BulletGlobals.SubSimplexConvexCastPool.Free(convexCaster);
                BulletGlobals.VoronoiSimplexSolverPool.Free(simplexSolver);
                BulletGlobals.SphereShapePool.Free(pointShape);
                castResult.Cleanup();
            }
        }
        public virtual void ProcessTriangle(IndexedVector3[] triangle, int partId, int triangleIndex)
        {
            TriangleShape triangleShape = new TriangleShape(ref triangle[0], ref triangle[1], ref triangle[2]);

            triangleShape.SetMargin(m_triangleCollisionMargin);

            VoronoiSimplexSolver         simplexSolver           = BulletGlobals.VoronoiSimplexSolverPool.Get();
            GjkEpaPenetrationDepthSolver gjkEpaPenetrationSolver = new GjkEpaPenetrationDepthSolver();

            //#define  USE_SUBSIMPLEX_CONVEX_CAST 1
            //if you reenable USE_SUBSIMPLEX_CONVEX_CAST see commented ref code below
#if USE_SUBSIMPLEX_CONVEX_CAST
            SubsimplexConvexCast convexCaster = new SubsimplexConvexCast(m_convexShape, triangleShape, simplexSolver);
#else
            //btGjkConvexCast	convexCaster(m_convexShape,&triangleShape,&simplexSolver);
            ContinuousConvexCollision convexCaster = BulletGlobals.ContinuousConvexCollisionPool.Get();
            convexCaster.Initialize(m_convexShape, triangleShape, simplexSolver, gjkEpaPenetrationSolver);
#endif //#USE_SUBSIMPLEX_CONVEX_CAST

            CastResult castResult = BulletGlobals.CastResultPool.Get();
            castResult.m_fraction = 1f;
            if (convexCaster.CalcTimeOfImpact(ref m_convexShapeFrom, ref m_convexShapeTo, ref m_triangleToWorld, ref m_triangleToWorld, castResult))
            {
                //add hit
                if (castResult.m_normal.LengthSquared() > 0.0001f)
                {
                    if (castResult.m_fraction < m_hitFraction)
                    {
                        /* btContinuousConvexCast's normal is already in world space */

                        /*
                         #ifdef USE_SUBSIMPLEX_CONVEX_CAST
                         *                              //rotate normal into worldspace
                         *                              castResult.m_normal = m_convexShapeFrom.getBasis() * castResult.m_normal;
                         #endif //USE_SUBSIMPLEX_CONVEX_CAST
                         */
                        castResult.m_normal.Normalize();

                        ReportHit(ref castResult.m_normal, ref castResult.m_hitPoint, castResult.m_fraction, partId, triangleIndex);
                    }
                }
            }

            BulletGlobals.ContinuousConvexCollisionPool.Free(convexCaster);
            BulletGlobals.VoronoiSimplexSolverPool.Free(simplexSolver);
            castResult.Cleanup();
        }
Exemple #3
0
        public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //(void)resultOut;
            //(void)dispatchInfo;
            ///Rather then checking ALL pairs, only calculate TOI when motion exceeds threshold

            ///Linear motion for one of objects needs to exceed m_ccdSquareMotionThreshold
            ///body0.m_worldTransform,
            float resultFraction = 1.0f;

            float squareMot0 = (body0.GetInterpolationWorldTransform()._origin - body0.GetWorldTransform()._origin).LengthSquared();
            float squareMot1 = (body1.GetInterpolationWorldTransform()._origin - body1.GetWorldTransform()._origin).LengthSquared();

            if (squareMot0 < body0.GetCcdSquareMotionThreshold() &&
                squareMot1 < body1.GetCcdSquareMotionThreshold())
            {
                return(resultFraction);
            }
            if (disableCcd)
            {
                return(1f);
            }


            //An adhoc way of testing the Continuous Collision Detection algorithms
            //One object is approximated as a sphere, to simplify things
            //Starting in penetration should report no time of impact
            //For proper CCD, better accuracy and handling of 'allowed' penetration should be added
            //also the mainloop of the physics should have a kind of toi queue (something like Brian Mirtich's application of Timewarp for Rigidbodies)


            /// Convex0 against sphere for Convex1
            {
                ConvexShape convex0 = body0.GetCollisionShape() as ConvexShape;

                SphereShape sphere1 = BulletGlobals.SphereShapePool.Get();
                sphere1.Initialize(body1.GetCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation
                CastResult           result         = BulletGlobals.CastResultPool.Get();
                VoronoiSimplexSolver voronoiSimplex = BulletGlobals.VoronoiSimplexSolverPool.Get();
                //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
                ///Simplification, one object is simplified as a sphere
                using (GjkConvexCast ccd1 = BulletGlobals.GjkConvexCastPool.Get())
                {
                    ccd1.Initialize(convex0, sphere1, voronoiSimplex);
                    //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0);
                    if (ccd1.CalcTimeOfImpact(body0.GetWorldTransform(), body0.GetInterpolationWorldTransform(),
                                              body1.GetWorldTransform(), body1.GetInterpolationWorldTransform(), result))
                    {
                        //store result.m_fraction in both bodies

                        if (body0.GetHitFraction() > result.m_fraction)
                        {
                            body0.SetHitFraction(result.m_fraction);
                        }
                        if (body1.GetHitFraction() > result.m_fraction)
                        {
                            body1.SetHitFraction(result.m_fraction);
                        }
                        if (resultFraction > result.m_fraction)
                        {
                            resultFraction = result.m_fraction;
                        }
                    }
                    BulletGlobals.VoronoiSimplexSolverPool.Free(voronoiSimplex);
                    BulletGlobals.SphereShapePool.Free(sphere1);
                    result.Cleanup();
                }
            }

            /// Sphere (for convex0) against Convex1
            {
                ConvexShape convex1 = body1.GetCollisionShape() as ConvexShape;

                SphereShape sphere0 = BulletGlobals.SphereShapePool.Get();
                sphere0.Initialize(body0.GetCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation
                CastResult           result         = BulletGlobals.CastResultPool.Get();
                VoronoiSimplexSolver voronoiSimplex = BulletGlobals.VoronoiSimplexSolverPool.Get();
                //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
                ///Simplification, one object is simplified as a sphere
                using (GjkConvexCast ccd1 = BulletGlobals.GjkConvexCastPool.Get())
                {
                    ccd1.Initialize(sphere0, convex1, voronoiSimplex);
                    //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0);
                    if (ccd1.CalcTimeOfImpact(body0.GetWorldTransform(), body0.GetInterpolationWorldTransform(),
                                              body1.GetWorldTransform(), body1.GetInterpolationWorldTransform(), result))
                    {
                        //store result.m_fraction in both bodies

                        if (body0.GetHitFraction() > result.m_fraction)
                        {
                            body0.SetHitFraction(result.m_fraction);
                        }
                        if (body1.GetHitFraction() > result.m_fraction)
                        {
                            body1.SetHitFraction(result.m_fraction);
                        }
                        if (resultFraction > result.m_fraction)
                        {
                            resultFraction = result.m_fraction;
                        }
                    }
                    BulletGlobals.VoronoiSimplexSolverPool.Free(voronoiSimplex);
                    BulletGlobals.SphereShapePool.Free(sphere0);
                    result.Cleanup();
                }
            }

            return(resultFraction);
        }