Esempio n. 1
0
            public override void ReportProximities(ChProximityContainer mproximitycontainer)
            {
                mproximitycontainer.BeginAddProximities();

                /*
                 * int numManifolds = bt_collision_world->getDispatcher()->getNumManifolds();
                 * for (int i = 0; i < numManifolds; i++) {
                 *  btPersistentManifold* contactManifold = bt_collision_world->getDispatcher()->getManifoldByIndexInternal(i);
                 *  btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0());
                 *  btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1());
                 *  contactManifold->refreshContactPoints(obA->getWorldTransform(), obB->getWorldTransform());
                 *
                 *  ChCollisionModel* modelA = (ChCollisionModel*)obA->getUserPointer();
                 *  ChCollisionModel* modelB = (ChCollisionModel*)obB->getUserPointer();
                 *
                 *  // Add to proximity container
                 *  mproximitycontainer->AddProximity(modelA, modelB);
                 * }
                 */
                int numPairs = bt_collision_world.GetBroadphase().GetOverlappingPairCache().GetNumOverlappingPairs();

                for (int i = 0; i < numPairs; i++)
                {
                    BroadphasePair mp = bt_collision_world.GetBroadphase().GetOverlappingPairCache().GetOverlappingPairArray()[i];

                    CollisionObject obA = (CollisionObject)(mp.m_pProxy0.GetClientObject());
                    CollisionObject obB = (CollisionObject)(mp.m_pProxy1.GetClientObject());

                    ChCollisionModel modelA = (ChCollisionModel)obA.GetUserPointer();
                    ChCollisionModel modelB = (ChCollisionModel)obB.GetUserPointer();

                    // Add to proximity container
                    mproximitycontainer.AddProximity(modelA, modelB);
                }
                mproximitycontainer.EndAddProximities();
            }
Esempio n. 2
0
 /// After the Run() has completed, you can call this function to
 /// fill a 'proximity container' (container of narrow phase pairs), that is
 /// an object inherited from class ChProximityContainer. For instance ChSystem, after each Run()
 /// collision detection, calls this method multiple times for all proximity containers in the system,
 /// Children classes _must_ implement this.
 /// The basic behavior of the implementation should be the following: collision system
 /// will call in sequence the functions BeginAddProximities(), AddProximity() (x n times),
 /// EndAddProximities() of the proximity container.
 /// In case a specialized implementation (ex. a GPU parallel collision engine)
 /// finds that the proximity container is a specialized one (ex with a GPU buffer)
 /// it can call more performant methods to add directly the proximities in batches, for instance
 /// by recognizing that he can call, say, some special AddAllProximitiesAsGpuBuffer() instead of many
 /// AddProximity().
 public abstract void ReportProximities(ChProximityContainer mproximitycontainer);