public override float CalculateTimeOfImpact(CollisionObject bodyA, CollisionObject bodyB, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            CollisionObject convexbody = m_isSwapped ? bodyB : bodyA;
            CollisionObject triBody    = m_isSwapped ? bodyA : bodyB;


            //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(1);
            }

            //IndexedMatrix triInv = MathHelper.InvertMatrix(triBody.getWorldTransform());
            IndexedMatrix triInv = triBody.GetWorldTransform().Inverse();

            IndexedMatrix convexFromLocal = triInv * convexbody.GetWorldTransform();
            IndexedMatrix convexToLocal   = triInv * 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);
                IndexedVector3 ccdRadius0 = new IndexedVector3(convexbody.GetCcdSweptSphereRadius());
                rayAabbMin -= ccdRadius0;
                rayAabbMax += ccdRadius0;

                float curHitFraction = 1f; //is this available?
                using (LocalTriangleSphereCastCallback raycastCallback = BulletGlobals.LocalTriangleSphereCastCallbackPool.Get())
                {
                    raycastCallback.Initialize(ref convexFromLocal, ref convexToLocal,
                                               convexbody.GetCcdSweptSphereRadius(), curHitFraction);

                    raycastCallback.m_hitFraction = convexbody.GetHitFraction();

                    CollisionObject concavebody = triBody;

                    ConcaveShape triangleMesh = concavebody.GetCollisionShape() as ConcaveShape;

                    if (triangleMesh != null)
                    {
                        triangleMesh.ProcessAllTriangles(raycastCallback, ref rayAabbMin, ref rayAabbMax);
                    }

                    if (raycastCallback.m_hitFraction < convexbody.GetHitFraction())
                    {
                        convexbody.SetHitFraction(raycastCallback.m_hitFraction);
                        return(raycastCallback.m_hitFraction);
                    }
                }
            }
            return(1);
        }
        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. 3
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        public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            ///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);
            }

            //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);
        }