public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                //swapped?
                m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1);
                m_ownManifold = true;
            }
            resultOut.SetPersistentManifold(m_manifoldPtr);

            //comment-out next line to test multi-contact generation
            //resultOut.getPersistentManifold().clearManifold();


            ConvexShape min0 = body0.GetCollisionShape() as ConvexShape;
            ConvexShape min1 = body1.GetCollisionShape() as ConvexShape;

            IndexedVector3 normalOnB = IndexedVector3.Zero;
            IndexedVector3 pointOnBWorld = IndexedVector3.Zero;

            {
                ClosestPointInput input = ClosestPointInput.Default();

                using (GjkPairDetector gjkPairDetector = BulletGlobals.GjkPairDetectorPool.Get())
                {
                    gjkPairDetector.Initialize(min0, min1, m_simplexSolver, m_pdSolver);
                    //TODO: if (dispatchInfo.m_useContinuous)
                    gjkPairDetector.SetMinkowskiA(min0);
                    gjkPairDetector.SetMinkowskiB(min1);

                    {
                        input.m_maximumDistanceSquared = min0.GetMargin() + min1.GetMargin() + m_manifoldPtr.GetContactBreakingThreshold();
                        input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared;
                    }

                    input.m_transformA = body0.GetWorldTransform();
                    input.m_transformB = body1.GetWorldTransform();

                    gjkPairDetector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), false);
#if DEBUG
                    if (BulletGlobals.g_streamWriter != null)
                    {
                        BulletGlobals.g_streamWriter.WriteLine("c2dc2d processCollision");
                        MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "transformA", input.m_transformA);
                        MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "transformB", input.m_transformB);
                    }
#endif                    
                }
                //BulletGlobals.GjkPairDetectorPool.Free(gjkPairDetector);
                //btVector3 v0,v1;
                //btVector3 sepNormalWorldSpace;

            }

            if (m_ownManifold)
            {
                resultOut.RefreshContactPoints();
            }

        }
        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);
                }
            }
        }
        public virtual PersistentManifold GetNewManifold(CollisionObject b0, CollisionObject b1)
        {
            gNumManifold++;

            CollisionObject body0 = b0;
            CollisionObject body1 = b1;

            //optional relative contact breaking threshold, turned on by default (use setDispatcherFlags to switch off feature for improved performance)

            float contactBreakingThreshold = ((m_dispatcherFlags & DispatcherFlags.CD_USE_RELATIVE_CONTACT_BREAKING_THRESHOLD) > 0) ?
                Math.Min(body0.GetCollisionShape().GetContactBreakingThreshold(BulletGlobals.gContactBreakingThreshold), body1.GetCollisionShape().GetContactBreakingThreshold(BulletGlobals.gContactBreakingThreshold))
                : BulletGlobals.gContactBreakingThreshold;

            float contactProcessingThreshold = Math.Min(body0.GetContactProcessingThreshold(), body1.GetContactProcessingThreshold());

            // nothing in our pool so create a new one and return it.
            // need a way to flush the pool ideally
            PersistentManifold manifold = BulletGlobals.PersistentManifoldPool.Get();
            manifold.Initialise(body0, body1, 0, contactBreakingThreshold, contactProcessingThreshold);

            manifold.m_index1a = m_manifoldsPtr.Count;


            m_manifoldsPtr.Add(manifold);
#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDispatcher)
            {
                BulletGlobals.g_streamWriter.WriteLine("GetNewManifold[{0}][{1}]", manifold.m_index1a,m_manifoldsPtr.Count);
            }
#endif

            return manifold;
        }
 public SphereTriangleCollisionAlgorithm() { } // for pool
 public SphereTriangleCollisionAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, bool swapped)
     : base(ci, body0, body1)
 {
     m_ownManifold = false;
     m_manifoldPtr = mf;
     m_swapped = swapped;
 }
 public virtual void Initialize(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, bool swapped)
 {
     base.Initialize(ci, body0, body1);
     m_ownManifold = false;
     m_manifoldPtr = mf;
     m_swapped = swapped;
 }
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //resultOut = new ManifoldResult();
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject sphereObj = m_swapped ? body1 : body0;
            CollisionObject triObj = m_swapped ? body0 : body1;

            SphereShape sphere = sphereObj.GetCollisionShape() as SphereShape;
            TriangleShape triangle = triObj.GetCollisionShape() as TriangleShape;

            /// report a contact. internally this will be kept persistent, and contact reduction is done
            resultOut.SetPersistentManifold(m_manifoldPtr);
            using (SphereTriangleDetector detector = BulletGlobals.SphereTriangleDetectorPool.Get())
            {

                detector.Initialize(sphere, triangle, m_manifoldPtr.GetContactBreakingThreshold());
                ClosestPointInput input = ClosestPointInput.Default();
                input.m_maximumDistanceSquared = float.MaxValue;
                sphereObj.GetWorldTransform(out input.m_transformA);
                triObj.GetWorldTransform(out input.m_transformB);

                bool swapResults = m_swapped;

                detector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), swapResults);

                if (m_ownManifold)
                {
                    resultOut.RefreshContactPoints();
                }
            }
        }
Esempio n. 7
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 public void Initialise(CollisionObject body0, CollisionObject body1)
 {
     m_body0 = body0;
     m_body1 = body1;
     m_rootTransA = body0.GetWorldTransform();
     m_rootTransB = body1.GetWorldTransform();
     m_manifoldPtr = null;
 }
 public Convex2dConvex2dAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, ISimplexSolverInterface simplexSolver, IConvexPenetrationDepthSolver pdSolver, int numPerturbationIterations, int minimumPointsPerturbationThreshold)
     : base(ci, body0, body1)
 {
     m_simplexSolver = simplexSolver;
     m_pdSolver = pdSolver;
     m_ownManifold = false;
     m_manifoldPtr = mf;
     m_lowLevelOfDetail = false;
     m_numPerturbationIterations = numPerturbationIterations;
     m_minimumPointsPerturbationThreshold = minimumPointsPerturbationThreshold;
 }
		public Box2dBox2dCollisionAlgorithm(PersistentManifold mf,CollisionAlgorithmConstructionInfo ci,CollisionObject body0,CollisionObject body1) :
			base(ci,body0,body1)
		{
            m_ownManifold = false;
            m_manifoldPtr = mf;
			if (m_manifoldPtr == null && m_dispatcher.NeedsCollision(body0, body1))
			{
				m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1);
				m_ownManifold = true;
			}
		}
 public virtual void Initialize(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, bool isSwapped)
 {
     base.Initialize(ci, body0, body1);
     m_isSwapped = isSwapped;
     m_sharedManifold = ci.GetManifold();
     m_ownsManifold = false;
     CollisionObject colObj = m_isSwapped ? body1 : body0;
     Debug.Assert(colObj.GetCollisionShape().IsCompound());
     CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape());
     m_compoundShapeRevision = compoundShape.GetUpdateRevision();
     PreallocateChildAlgorithms(body0, body1);
 }
Esempio n. 11
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        public void UpdateSingleAabb(CollisionObject colObj)
        {
            IndexedVector3 minAabb;
            IndexedVector3 maxAabb;
            IndexedMatrix wt = colObj.GetWorldTransform();
            colObj.GetCollisionShape().GetAabb(ref wt, out minAabb, out maxAabb);
            //need to increase the aabb for contact thresholds
            IndexedVector3 contactThreshold = new IndexedVector3(BulletGlobals.gContactBreakingThreshold);
            minAabb -= contactThreshold;
            maxAabb += contactThreshold;

            if (GetDispatchInfo().m_useContinuous && colObj.GetInternalType() == CollisionObjectTypes.CO_RIGID_BODY && !colObj.IsStaticOrKinematicObject())
	        {
		        IndexedVector3 minAabb2,maxAabb2;
		        colObj.GetCollisionShape().GetAabb(colObj.GetInterpolationWorldTransform(),out minAabb2 ,out maxAabb2);
		        minAabb2 -= contactThreshold;
		        maxAabb2 += contactThreshold;
		        MathUtil.VectorMin(ref minAabb2,ref minAabb);
                MathUtil.VectorMax(ref maxAabb2, ref maxAabb);
            }
#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugCollisionWorld)
            {
                MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "updateSingleAabbMin", minAabb);
                MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "updateSingleAabbMax", maxAabb);
            }
#endif

            IBroadphaseInterface bp = m_broadphasePairCache as IBroadphaseInterface;

            //moving objects should be moderately sized, probably something wrong if not
            if (colObj.IsStaticObject() || ((maxAabb - minAabb).LengthSquared() < 1e12f))
            {
                bp.SetAabb(colObj.GetBroadphaseHandle(), ref minAabb, ref maxAabb, m_dispatcher1);
            }
            else
            {
                //something went wrong, investigate
                //this assert is unwanted in 3D modelers (danger of loosing work)
                colObj.SetActivationState(ActivationState.DISABLE_SIMULATION);

                //static bool reportMe = true;
                bool reportMe = true;
                if (reportMe && m_debugDrawer != null)
                {
                    reportMe = false;
                    m_debugDrawer.ReportErrorWarning("Overflow in AABB, object removed from simulation");
                    m_debugDrawer.ReportErrorWarning("If you can reproduce this, please email [email protected]\n");
                    m_debugDrawer.ReportErrorWarning("Please include above information, your Platform, version of OS.\n");
                    m_debugDrawer.ReportErrorWarning("Thanks.\n");
                }
            }
        }
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                return;
            }

            resultOut.SetPersistentManifold(m_manifoldPtr);

            SphereShape sphere0 = body0.GetCollisionShape() as SphereShape;
            SphereShape sphere1 = body1.GetCollisionShape() as SphereShape;

            IndexedVector3 diff = body0.GetWorldTransform()._origin - body1.GetWorldTransform()._origin;
            float len = diff.Length();
            float radius0 = sphere0.GetRadius();
            float radius1 = sphere1.GetRadius();

#if CLEAR_MANIFOLD
	        m_manifoldPtr.clearManifold(); //don't do this, it disables warmstarting
#endif

            ///iff distance positive, don't generate a new contact
            if (len > (radius0 + radius1))
            {
#if !CLEAR_MANIFOLD
                resultOut.RefreshContactPoints();
#endif //CLEAR_MANIFOLD
                return;
            }
            ///distance (negative means penetration)
            float dist = len - (radius0 + radius1);

            IndexedVector3 normalOnSurfaceB = new IndexedVector3(1, 0, 0);
            if (len > MathUtil.SIMD_EPSILON)
            {
                normalOnSurfaceB = diff / len;
            }

            ///point on A (worldspace)
            ///btVector3 pos0 = col0->getWorldTransform().getOrigin() - radius0 * normalOnSurfaceB;
            ///point on B (worldspace)
            IndexedVector3 pos1 = body1.GetWorldTransform()._origin + radius1 * normalOnSurfaceB;

            /// report a contact. internally this will be kept persistent, and contact reduction is done

            resultOut.AddContactPoint(ref normalOnSurfaceB, ref pos1, dist);

#if !CLEAR_MANIFOLD
            resultOut.RefreshContactPoints();
#endif //CLEAR_MANIFOLD


        }
        public virtual void Initialize(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject colObj0, CollisionObject colObj1)
        {
            base.Initialize(ci, colObj0, colObj1);
            m_ownManifold = false;
            m_manifoldPtr = mf;

            if (m_manifoldPtr == null)
            {
                m_manifoldPtr = m_dispatcher.GetNewManifold(colObj0, colObj1);
                m_ownManifold = true;
            }
        }
        public void Inititialize(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, bool isSwapped)
        {
            base.Initialize(ci, body0, body1);
            m_isSwapped = isSwapped;
            if (m_convexTriangleCallback == null)
            {
                m_convexTriangleCallback = new ConvexTriangleCallback(m_dispatcher, body0, body1, isSwapped);
            }
            else
            {
                m_convexTriangleCallback.Initialize(m_dispatcher, body0, body1, isSwapped);
            }

        }
        public SphereSphereCollisionAlgorithm() { } // for pool
        public SphereSphereCollisionAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1)
            : base(ci, body0, body1)
        {
            m_ownManifold = false;
            m_manifoldPtr = mf;

            // for some reason theres no check in 2.76 or 2.78 for a needs collision, just a check on pointer being null.
            if (m_manifoldPtr == null)
            {
                m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1);
                m_ownManifold = true;
            }

        }
        public ConvexConvexAlgorithm() { } // for pool

        public ConvexConvexAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, ISimplexSolverInterface simplexSolver, IConvexPenetrationDepthSolver pdSolver, int numPerturbationIterations, int minimumPointsPerturbationThreshold)
            : base(ci, body0, body1)
        {
            m_simplexSolver = simplexSolver;
            m_pdSolver = pdSolver;
            m_ownManifold = false;
            m_manifoldPtr = mf;
            m_lowLevelOfDetail = false;
#if USE_SEPDISTANCE_UTIL2
            m_sepDistance ((static_cast<btConvexShape*>(body0.getCollisionShape())).getAngularMotionDisc(),
			  (static_cast<btConvexShape*>(body1.getCollisionShape())).getAngularMotionDisc()),
#endif
            m_numPerturbationIterations = numPerturbationIterations;
            m_minimumPointsPerturbationThreshold = minimumPointsPerturbationThreshold;
        }
        public SphereBoxCollisionAlgorithm() { } // for pool
        public SphereBoxCollisionAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject col0, CollisionObject col1, bool isSwapped)
            : base(ci, col0, col1)
        {
            m_isSwapped = isSwapped;
            m_ownManifold = false;
            m_manifoldPtr = mf;
            CollisionObject sphereObj = m_isSwapped ? col1 : col0;
            CollisionObject boxObj = m_isSwapped ? col0 : col1;

            if (m_manifoldPtr == null && m_dispatcher.NeedsCollision(sphereObj, boxObj))
            {
                m_manifoldPtr = m_dispatcher.GetNewManifold(sphereObj, boxObj);
                m_ownManifold = true;
            }
        }
		//response  between two dynamic objects without friction, assuming 0 penetration depth
		public static float ResolveSingleCollision(
				RigidBody body1,
				CollisionObject colObj2,
				ref IndexedVector3 contactPositionWorld,
				ref IndexedVector3 contactNormalOnB,
				ContactSolverInfo solverInfo,
				float distance)
		{
			RigidBody body2 = RigidBody.Upcast(colObj2);


			IndexedVector3 normal = contactNormalOnB;

			IndexedVector3 rel_pos1 = contactPositionWorld - body1.GetWorldTransform()._origin;
			IndexedVector3 rel_pos2 = contactPositionWorld - colObj2.GetWorldTransform()._origin;

			IndexedVector3 vel1 = body1.GetVelocityInLocalPoint(ref rel_pos1);
			IndexedVector3 vel2 = body2 != null ? body2.GetVelocityInLocalPoint(ref rel_pos2) : IndexedVector3.Zero;
			IndexedVector3 vel = vel1 - vel2;
			float rel_vel = normal.Dot(ref vel);

			float combinedRestitution = body1.GetRestitution() * colObj2.GetRestitution();
			float restitution = combinedRestitution * -rel_vel;

			float positionalError = solverInfo.m_erp * -distance / solverInfo.m_timeStep;
			float velocityError = -(1.0f + restitution) * rel_vel;// * damping;
			float denom0 = body1.ComputeImpulseDenominator(ref contactPositionWorld, ref normal);
			float denom1 = body2 != null ? body2.ComputeImpulseDenominator(ref contactPositionWorld, ref normal) : 0.0f;
			float relaxation = 1.0f;
			float jacDiagABInv = relaxation / (denom0 + denom1);

			float penetrationImpulse = positionalError * jacDiagABInv;
			float velocityImpulse = velocityError * jacDiagABInv;

			float normalImpulse = penetrationImpulse + velocityImpulse;
			normalImpulse = 0.0f > normalImpulse ? 0.0f : normalImpulse;

			body1.ApplyImpulse(normal * (normalImpulse), rel_pos1);
			if (body2 != null)
			{
				body2.ApplyImpulse(-normal * (normalImpulse), rel_pos2);
			}

			return normalImpulse;
		}
        public void Initialize(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject col0, CollisionObject col1, bool isSwapped, int numPerturbationIterations, int minimumPointsPerturbationThreshold)
        {
            base.Initialize(ci);
            m_manifoldPtr = mf;
            m_ownManifold = false;
            m_isSwapped = isSwapped;
            m_numPerturbationIterations = numPerturbationIterations;
            m_minimumPointsPerturbationThreshold = minimumPointsPerturbationThreshold;

            CollisionObject convexObj = m_isSwapped ? col1 : col0;
            CollisionObject planeObj = m_isSwapped ? col0 : col1;

            if (m_manifoldPtr == null && m_dispatcher.NeedsCollision(convexObj, planeObj))
            {
                m_manifoldPtr = m_dispatcher.GetNewManifold(convexObj, planeObj);
                m_ownManifold = true;
            }

        }
		public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
		{
			if (m_manifoldPtr == null)
			{
				return;
			}

			CollisionObject col0 = body0;
			CollisionObject col1 = body1;
			Box2dShape box0 = (Box2dShape)col0.GetCollisionShape();
			Box2dShape box1 = (Box2dShape)col1.GetCollisionShape();

			resultOut.SetPersistentManifold(m_manifoldPtr);

			B2CollidePolygons(ref resultOut, box0, col0.GetWorldTransform(), box1, col1.GetWorldTransform());

			//  refreshContactPoints is only necessary when using persistent contact points. otherwise all points are newly added
			if (m_ownManifold)
			{
				resultOut.RefreshContactPoints();
			}

		}
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //(void)dispatchInfo;
            //(void)resultOut;
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject sphereObj = m_isSwapped ? body1 : body0;
            CollisionObject boxObj = m_isSwapped ? body0 : body1;

            IndexedVector3 pOnBox = new IndexedVector3(); ;

            IndexedVector3 normalOnSurfaceB = new IndexedVector3();
            float penetrationDepth = 0f;
            IndexedVector3 sphereCenter = sphereObj.GetWorldTransform()._origin;
            SphereShape sphere0 = sphereObj.GetCollisionShape() as SphereShape;
            float radius = sphere0.GetRadius();
            float maxContactDistance = m_manifoldPtr.GetContactBreakingThreshold();

            resultOut.SetPersistentManifold(m_manifoldPtr);

            if (GetSphereDistance(boxObj, ref pOnBox, ref normalOnSurfaceB, ref penetrationDepth, sphereCenter, radius, maxContactDistance))
            {
                /// report a contact. internally this will be kept persistent, and contact reduction is done
                resultOut.AddContactPoint(normalOnSurfaceB, pOnBox, penetrationDepth);
            }

            if (m_ownManifold)
            {
                if (m_manifoldPtr.GetNumContacts() > 0)
                {
                    resultOut.RefreshContactPoints();
                }
            }
        }
        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;
        }
Esempio n. 23
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 public virtual bool CheckCollideWithOverride(CollisionObject obj)
 {
     return true;
 }
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                //swapped?
                m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1);
                m_ownManifold = true;
            }
            //resultOut = new ManifoldResult();
            resultOut.SetPersistentManifold(m_manifoldPtr);

            //comment-out next line to test multi-contact generation
            //resultOut.GetPersistentManifold().ClearManifold();


            ConvexShape min0 = body0.GetCollisionShape() as ConvexShape;
            ConvexShape min1 = body1.GetCollisionShape() as ConvexShape;
            IndexedVector3 normalOnB;
            IndexedVector3 pointOnBWorld;
#if !BT_DISABLE_CAPSULE_CAPSULE_COLLIDER
            if ((min0.GetShapeType() == BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE) && (min1.GetShapeType() == BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE))
            {
                CapsuleShape capsuleA = min0 as CapsuleShape;
                CapsuleShape capsuleB = min1 as CapsuleShape;
                //IndexedVector3 localScalingA = capsuleA.GetLocalScaling();
                //IndexedVector3 localScalingB = capsuleB.GetLocalScaling();

                float threshold = m_manifoldPtr.GetContactBreakingThreshold();

                float dist = CapsuleCapsuleDistance(out normalOnB, out pointOnBWorld, capsuleA.GetHalfHeight(), capsuleA.GetRadius(),
                    capsuleB.GetHalfHeight(), capsuleB.GetRadius(), capsuleA.GetUpAxis(), capsuleB.GetUpAxis(),
                    body0.GetWorldTransform(), body1.GetWorldTransform(), threshold);

                if (dist < threshold)
                {
                    Debug.Assert(normalOnB.LengthSquared() >= (MathUtil.SIMD_EPSILON * MathUtil.SIMD_EPSILON));
                    resultOut.AddContactPoint(ref normalOnB, ref pointOnBWorld, dist);
                }
                resultOut.RefreshContactPoints();
                return;
            }
#endif //BT_DISABLE_CAPSULE_CAPSULE_COLLIDER



#if USE_SEPDISTANCE_UTIL2
        	if (dispatchInfo.m_useConvexConservativeDistanceUtil)
            {
                m_sepDistance.updateSeparatingDistance(body0.getWorldTransform(),body1.getWorldTransform());
            }

	        if (!dispatchInfo.m_useConvexConservativeDistanceUtil || m_sepDistance.getConservativeSeparatingDistance()<=0.f)
#endif //USE_SEPDISTANCE_UTIL2

            {


                ClosestPointInput input = ClosestPointInput.Default();

                using (GjkPairDetector gjkPairDetector = BulletGlobals.GjkPairDetectorPool.Get())
                {
                    gjkPairDetector.Initialize(min0, min1, m_simplexSolver, m_pdSolver);
                    //TODO: if (dispatchInfo.m_useContinuous)
                    gjkPairDetector.SetMinkowskiA(min0);
                    gjkPairDetector.SetMinkowskiB(min1);

#if USE_SEPDISTANCE_UTIL2
	        if (dispatchInfo.m_useConvexConservativeDistanceUtil)
	        {
		        input.m_maximumDistanceSquared = float.MaxValue;
	        } 
            else
#endif //USE_SEPDISTANCE_UTIL2
                    {
                        input.m_maximumDistanceSquared = min0.GetMargin() + min1.GetMargin() + m_manifoldPtr.GetContactBreakingThreshold();
                        input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared;
                    }

                    //input.m_stackAlloc = dispatchInfo.m_stackAllocator;
                    input.m_transformA = body0.GetWorldTransform();
                    input.m_transformB = body1.GetWorldTransform();


                    if (min0.IsPolyhedral() && min1.IsPolyhedral())
                    {


                        DummyResult dummy = new DummyResult();


                        PolyhedralConvexShape polyhedronA = min0 as PolyhedralConvexShape;
                        PolyhedralConvexShape polyhedronB = min1 as PolyhedralConvexShape;
                        if (polyhedronA.GetConvexPolyhedron() != null && polyhedronB.GetConvexPolyhedron() != null)
                        {
                            float threshold = m_manifoldPtr.GetContactBreakingThreshold();

                            float minDist = float.MinValue;
                            IndexedVector3 sepNormalWorldSpace = new IndexedVector3(0, 1, 0);
                            bool foundSepAxis = true;

                            if (dispatchInfo.m_enableSatConvex)
                            {
                                foundSepAxis = PolyhedralContactClipping.FindSeparatingAxis(
                                    polyhedronA.GetConvexPolyhedron(), polyhedronB.GetConvexPolyhedron(),
                                    body0.GetWorldTransform(),
                                    body1.GetWorldTransform(),
                                    out sepNormalWorldSpace);
                            }
                            else
                            {

#if ZERO_MARGIN
                gjkPairDetector.SetIgnoreMargin(true);
                gjkPairDetector.GetClosestPoints(input,resultOut,dispatchInfo.m_debugDraw);
#else

                                gjkPairDetector.GetClosestPoints(ref input, dummy, dispatchInfo.m_debugDraw);
#endif

                                float l2 = gjkPairDetector.GetCachedSeparatingAxis().LengthSquared();
                                if (l2 > MathUtil.SIMD_EPSILON)
                                {
                                    sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis() * (1.0f / l2);
                                    //minDist = -1e30f;//gjkPairDetector.getCachedSeparatingDistance();
                                    minDist = gjkPairDetector.GetCachedSeparatingDistance() - min0.GetMargin() - min1.GetMargin();

#if ZERO_MARGIN
					foundSepAxis = true;//gjkPairDetector.getCachedSeparatingDistance()<0.f;
#else
                                    foundSepAxis = gjkPairDetector.GetCachedSeparatingDistance() < (min0.GetMargin() + min1.GetMargin());
#endif
                                }
                            }
                            if (foundSepAxis)
                            {
                                //				printf("sepNormalWorldSpace=%f,%f,%f\n",sepNormalWorldSpace.getX(),sepNormalWorldSpace.getY(),sepNormalWorldSpace.getZ());

                                PolyhedralContactClipping.ClipHullAgainstHull(sepNormalWorldSpace, polyhedronA.GetConvexPolyhedron(), polyhedronB.GetConvexPolyhedron(),
                                    body0.GetWorldTransform(),
                                    body1.GetWorldTransform(), minDist - threshold, threshold, resultOut);

                            }
                            if (m_ownManifold)
                            {
                                resultOut.RefreshContactPoints();
                            }

                            return;

                        }
                        else
                        {

                            //we can also deal with convex versus triangle (without connectivity data)
                            if (polyhedronA.GetConvexPolyhedron() != null && polyhedronB.GetShapeType() == BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE)
                            {
                                m_vertices.Clear();
                                TriangleShape tri = polyhedronB as TriangleShape;
                                m_vertices.Add(body1.GetWorldTransform() * tri.m_vertices1[0]);
                                m_vertices.Add(body1.GetWorldTransform() * tri.m_vertices1[1]);
                                m_vertices.Add(body1.GetWorldTransform() * tri.m_vertices1[2]);

                                float threshold = m_manifoldPtr.GetContactBreakingThreshold();
                                IndexedVector3 sepNormalWorldSpace = new IndexedVector3(0, 1, 0); ;
                                float minDist = float.MinValue;
                                float maxDist = threshold;

                                bool foundSepAxis = false;
                                if (false)
                                {
                                    polyhedronB.InitializePolyhedralFeatures();
                                    foundSepAxis = PolyhedralContactClipping.FindSeparatingAxis(
                                    polyhedronA.GetConvexPolyhedron(), polyhedronB.GetConvexPolyhedron(),
                                    body0.GetWorldTransform(),
                                    body1.GetWorldTransform(),
                                    out sepNormalWorldSpace);
                                    //	 printf("sepNormalWorldSpace=%f,%f,%f\n",sepNormalWorldSpace.getX(),sepNormalWorldSpace.getY(),sepNormalWorldSpace.getZ());

                                }
                                else
                                {
#if ZERO_MARGIN
					gjkPairDetector.SetIgnoreMargin(true);
					gjkPairDetector.GetClosestPoints(input,resultOut,dispatchInfo.m_debugDraw);
#else
                                    gjkPairDetector.GetClosestPoints(ref input, dummy, dispatchInfo.m_debugDraw);
#endif//ZERO_MARGIN

                                    float l2 = gjkPairDetector.GetCachedSeparatingAxis().LengthSquared();
                                    if (l2 > MathUtil.SIMD_EPSILON)
                                    {
                                        sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis() * (1.0f / l2);
                                        //minDist = gjkPairDetector.getCachedSeparatingDistance();
                                        //maxDist = threshold;
                                        minDist = gjkPairDetector.GetCachedSeparatingDistance() - min0.GetMargin() - min1.GetMargin();
                                        foundSepAxis = true;
                                    }
                                }


                                if (foundSepAxis)
                                {
                                    PolyhedralContactClipping.ClipFaceAgainstHull(sepNormalWorldSpace, polyhedronA.GetConvexPolyhedron(),
                                        body0.GetWorldTransform(), m_vertices, minDist - threshold, maxDist, resultOut);
                                }

                                if (m_ownManifold)
                                {
                                    resultOut.RefreshContactPoints();
                                }
                                return;
                            }

                        }


                    }


                    gjkPairDetector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), false);
#if USE_SEPDISTANCE_UTIL2
	float sepDist = 0.f;
	if (dispatchInfo.m_useConvexConservativeDistanceUtil)
	{
		sepDist = gjkPairDetector.getCachedSeparatingDistance();
		if (sepDist>MathUtil.SIMD_EPSILON)
		{
			sepDist += dispatchInfo.m_convexConservativeDistanceThreshold;
			//now perturbe directions to get multiple contact points
		}
	}
#endif //USE_SEPDISTANCE_UTIL2

                    //now perform 'm_numPerturbationIterations' collision queries with the perturbated collision objects

                    //perform perturbation when more then 'm_minimumPointsPerturbationThreshold' points
                    if (m_numPerturbationIterations > 0 && resultOut.GetPersistentManifold().GetNumContacts() < m_minimumPointsPerturbationThreshold)
                    {
                        IndexedVector3 v0, v1;

                        IndexedVector3 sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis();
                        sepNormalWorldSpace.Normalize();
                        TransformUtil.PlaneSpace1(ref sepNormalWorldSpace, out v0, out v1);

                        bool perturbeA = true;
                        const float angleLimit = 0.125f * MathUtil.SIMD_PI;
                        float perturbeAngle;
                        float radiusA = min0.GetAngularMotionDisc();
                        float radiusB = min1.GetAngularMotionDisc();
                        if (radiusA < radiusB)
                        {
                            perturbeAngle = BulletGlobals.gContactBreakingThreshold / radiusA;
                            perturbeA = true;
                        }
                        else
                        {
                            perturbeAngle = BulletGlobals.gContactBreakingThreshold / radiusB;
                            perturbeA = false;
                        }
                        if (perturbeAngle > angleLimit)
                        {
                            perturbeAngle = angleLimit;
                        }

                        IndexedMatrix unPerturbedTransform;
                        if (perturbeA)
                        {
                            unPerturbedTransform = input.m_transformA;
                        }
                        else
                        {
                            unPerturbedTransform = input.m_transformB;
                        }

                        for (int i = 0; i < m_numPerturbationIterations; i++)
                        {
                            if (v0.LengthSquared() > MathUtil.SIMD_EPSILON)
                            {

                                IndexedQuaternion perturbeRot = new IndexedQuaternion(v0, perturbeAngle);
                                float iterationAngle = i * (MathUtil.SIMD_2_PI / (float)m_numPerturbationIterations);
                                IndexedQuaternion rotq = new IndexedQuaternion(sepNormalWorldSpace, iterationAngle);

                                if (perturbeA)
                                {
                                    input.m_transformA._basis = (new IndexedBasisMatrix(MathUtil.QuaternionInverse(rotq) * perturbeRot * rotq) * body0.GetWorldTransform()._basis);
                                    input.m_transformB = body1.GetWorldTransform();

                                    input.m_transformB = body1.GetWorldTransform();
#if DEBUG_CONTACTS
                                    dispatchInfo.m_debugDraw.DrawTransform(ref input.m_transformA, 10.0f);
#endif //DEBUG_CONTACTS
                                }
                                else
                                {
                                    input.m_transformA = body0.GetWorldTransform();
                                    input.m_transformB._basis = (new IndexedBasisMatrix(MathUtil.QuaternionInverse(rotq) * perturbeRot * rotq) * body1.GetWorldTransform()._basis);
#if DEBUG_CONTACTS
                                    dispatchInfo.m_debugDraw.DrawTransform(ref input.m_transformB, 10.0f);
#endif
                                }

                                PerturbedContactResult perturbedResultOut = new PerturbedContactResult(resultOut, ref input.m_transformA, ref input.m_transformB, ref unPerturbedTransform, perturbeA, dispatchInfo.getDebugDraw());
                                gjkPairDetector.GetClosestPoints(ref input, perturbedResultOut, dispatchInfo.getDebugDraw(), false);

                            }


                        }
                    }



#if USE_SEPDISTANCE_UTIL2
	        if (dispatchInfo.m_useConvexConservativeDistanceUtil && (sepDist > MathUtil.SIMD_EPSILON))
	        {
		        m_sepDistance.initSeparatingDistance(gjkPairDetector.getCachedSeparatingAxis(),sepDist,body0.getWorldTransform(),body1.getWorldTransform());
	        }
#endif //USE_SEPDISTANCE_UTIL2

                }
            }

            if (m_ownManifold)
            {
                resultOut.RefreshContactPoints();
            }
        }
        public bool Callback(ref ManifoldPoint cp, CollisionObject colObj0, int partId0, int index0, CollisionObject colObj1, int partId1, int index1)
        {
            bool enable = true;
           	if (enable)
	        {
		        InternalEdgeUtility.AdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1,BulletXNA.BulletCollision.CollisionDispatch.InternalEdgeUtility.InternalEdgeAdjustFlags.BT_TRIANGLE_CONVEX_BACKFACE_NONE);
		        //btAdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1, BT_TRIANGLE_CONVEX_BACKFACE_MODE);
		        //btAdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1, BT_TRIANGLE_CONVEX_DOUBLE_SIDED+BT_TRIANGLE_CONCAVE_DOUBLE_SIDED);
	        }

	        float friction0 = colObj0.GetFriction();
	        float friction1 = colObj1.GetFriction();
	        float restitution0 = colObj0.GetRestitution();
	        float restitution1 = colObj1.GetRestitution();

	        if ((colObj0.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0)
	        {
		        friction0 = 1.0f;//partId0,index0
		        restitution0 = 0.0f;
	        }
	        if ((colObj1.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0)
	        {
		        if ((index1&1) != 0)
		        {
			        friction1 = 1.0f;//partId1,index1
		        } 
                else
		        {
			        friction1 = 0.0f;
		        }
		        restitution1 = 0.0f;
	        }

	        cp.m_combinedFriction = CalculateCombinedFriction(friction0,friction1);
	        cp.m_combinedRestitution = CalculateCombinedRestitution(restitution0,restitution1);

	        //this return value is currently ignored, but to be on the safe side: return false if you don't calculate friction
	        return true;
 
        }
Esempio n. 26
0
 public bool CheckCollideWith(CollisionObject co)
 {
     if (m_checkCollideWith)
     {
         return CheckCollideWithOverride(co);
     }
     return true;
 }
Esempio n. 27
0
 public override void Clear()
 {
     body = null;
 }
Esempio n. 28
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 public BulletBodyXNA(uint id, CollisionObject xx)
     : base(id)
 {
     body = xx;
 }
Esempio n. 29
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    private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration)
    {

        IndexedVector3 contactNormal = norm;
        if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 &&
            (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0)
        {
            return;
        }
        uint idA = (uint)objA.GetUserPointer();
        uint idB = (uint)objB.GetUserPointer();
        if (idA > idB)
        {
            uint temp = idA;
            idA = idB;
            idB = temp;
            contactNormal = -contactNormal;
        }

        //ulong collisionID = ((ulong) idA << 32) | idB;

        CollisionDesc cDesc = new CollisionDesc()
                                            {
                                                aID = idA,
                                                bID = idB,
                                                point = new Vector3(contact.X,contact.Y,contact.Z),
                                                normal = new Vector3(contactNormal.X,contactNormal.Y,contactNormal.Z),
                                                penetration = penetration

                                            };
        if (world.LastCollisionDesc < world.UpdatedCollisions.Length)
            world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc);
        m_collisionsThisFrame++;


    }
Esempio n. 30
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 public abstract void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut);
Esempio n. 31
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 public virtual bool CheckCollideWithOverride(CollisionObject obj)
 {
     return(true);
 }
 public override CollisionAlgorithm CreateCollisionAlgorithm(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1)
 {
     ConvexConvexAlgorithm cca = BulletGlobals.ConvexConvexAlgorithmPool.Get();
     cca.Initialize(ci.GetManifold(), ci, body0, body1, m_simplexSolver, m_pdSolver, m_numPerturbationIterations, m_minimumPointsPerturbationThreshold);
     return cca;
 }
Esempio n. 33
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 public CollisionAlgorithm FindAlgorithm(CollisionObject body0, CollisionObject body1)
 {
     return(FindAlgorithm(body0, body1, null));
 }