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 = (SphereShape)sphereObj.GetCollisionShape();
	        TriangleShape triangle = (TriangleShape)triObj.GetCollisionShape();
        	
	        /// report a contact. internally this will be kept persistent, and contact reduction is done
	        resultOut.SetPersistentManifold(m_manifoldPtr);
	        SphereTriangleDetector detector = new SphereTriangleDetector(sphere,triangle, m_manifoldPtr.GetContactBreakingThreshold());
	        ClosestPointInput input = new ClosestPointInput();
	        input.m_maximumDistanceSquared = float.MaxValue;
	        input.m_transformA = sphereObj.GetWorldTransform();
	        input.m_transformB = triObj.GetWorldTransform();

	        bool swapResults = m_swapped;

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

	        if (m_ownManifold)
            {
		        resultOut.RefreshContactPoints();
            }
        }
Esempio n. 2
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		public void NearCallback(BroadphasePair collisionPair, CollisionDispatcher dispatcher, DispatcherInfo dispatchInfo)
		{
			CollisionObject colObj0 = (CollisionObject)collisionPair.m_pProxy0.GetClientObject();
			CollisionObject colObj1 = (CollisionObject)collisionPair.m_pProxy1.GetClientObject();

			if (dispatcher.NeedsCollision(colObj0,colObj1))
			{
				//dispatcher will keep algorithms persistent in the collision pair
				if (collisionPair.m_algorithm == null)
				{
					collisionPair.m_algorithm = dispatcher.FindAlgorithm(colObj0,colObj1,null);
				}

				if (collisionPair.m_algorithm != null)
				{
					ManifoldResult contactPointResult = new ManifoldResult(colObj0,colObj1);

					if (dispatchInfo.GetDispatchFunc() == DispatchFunc.DISPATCH_DISCRETE)
					{
						//discrete collision detection query
						collisionPair.m_algorithm.ProcessCollision(colObj0,colObj1,dispatchInfo,contactPointResult);
					} 
					else
					{
						//continuous collision detection query, time of impact (toi)
						float toi = collisionPair.m_algorithm.CalculateTimeOfImpact(colObj0,colObj1,dispatchInfo,contactPointResult);
						if (dispatchInfo.GetTimeOfImpact() > toi)
						{
							dispatchInfo.SetTimeOfImpact(toi);
						}
					}
				}
			}
		}
		public PerturbedContactResult(ManifoldResult originalResult,ref Matrix transformA,ref Matrix transformB,ref Matrix unPerturbedTransform,bool perturbA,IDebugDraw debugDrawer)
		{
			m_originalManifoldResult = originalResult;
			m_transformA = transformA;
			m_transformB = transformB;
			m_perturbA = perturbA;
			m_unPerturbedTransform = unPerturbedTransform;
			m_debugDrawer = debugDrawer;
		}
        public override void ProcessCollision (CollisionObject body0,CollisionObject body1,DispatcherInfo dispatchInfo,ManifoldResult resultOut)
        {
	        if (m_manifoldPtr == null)
            {
		        return;
            }

            CollisionObject convexObj = m_isSwapped? body1 : body0;
	        CollisionObject planeObj = m_isSwapped? body0: body1;

	        ConvexShape convexShape = (ConvexShape) convexObj.GetCollisionShape();
	        StaticPlaneShape planeShape = (StaticPlaneShape) planeObj.GetCollisionShape();

            //bool hasCollision = false;
	        Vector3 planeNormal = planeShape.GetPlaneNormal();
            //float planeConstant = planeShape.getPlaneConstant();

	        //first perform a collision query with the non-perturbated collision objects
	        {
		        Quaternion rotq = Quaternion.Identity;
		        CollideSingleContact(ref rotq,body0,body1,dispatchInfo,resultOut);
	        }

	        if (resultOut.GetPersistentManifold().GetNumContacts()<m_minimumPointsPerturbationThreshold)
	        {
		        Vector3 v0 = Vector3.Zero;
                Vector3 v1 = Vector3.Zero;
		        TransformUtil.PlaneSpace1(ref planeNormal,ref v0,ref v1);
		        //now perform 'm_numPerturbationIterations' collision queries with the perturbated collision objects

                float angleLimit = 0.125f * MathUtil.SIMD_PI;
		        float perturbeAngle;
		        float radius = convexShape.GetAngularMotionDisc();
		        perturbeAngle = BulletGlobals.gContactBreakingThreshold / radius;
		        if ( perturbeAngle > angleLimit ) 
                {
                    perturbeAngle = angleLimit;
                }
		        Quaternion perturbeRot = Quaternion.CreateFromAxisAngle(v0,perturbeAngle);
		        for (int i=0;i<m_numPerturbationIterations;i++)
		        {
			        float iterationAngle = i*(MathUtil.SIMD_2_PI/(float)m_numPerturbationIterations);
			        Quaternion rotq = Quaternion.CreateFromAxisAngle(planeNormal,iterationAngle);
                    rotq = MathUtil.QuaternionMultiply(Quaternion.Inverse(rotq),MathUtil.QuaternionMultiply(perturbeRot,rotq));
			        CollideSingleContact(ref rotq,body0,body1,dispatchInfo,resultOut);
		        }
	        }

	        if (m_ownManifold)
	        {
		        if (m_manifoldPtr.GetNumContacts() > 0)
		        {
			        resultOut.RefreshContactPoints();
		        }
	        }
        }
	    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 = (ConvexShape)(body0.GetCollisionShape());
	        ConvexShape min1 = (ConvexShape)(body1.GetCollisionShape());

	        Vector3  normalOnB = Vector3.Zero;
	        Vector3  pointOnBWorld = Vector3.Zero;

	        {
		        ClosestPointInput input = new ClosestPointInput();

		        GjkPairDetector	gjkPairDetector = new GjkPairDetector(min0,min1,m_simplexSolver,m_pdSolver);
		        //TODO: if (dispatchInfo.m_useContinuous)
		        gjkPairDetector.SetMinkowskiA(min0);
		        gjkPairDetector.SetMinkowskiB(min1);

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

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

		        gjkPairDetector.GetClosestPoints(input,resultOut,dispatchInfo.getDebugDraw(),false);

                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);
                }

                //btVector3 v0,v1;
                //btVector3 sepNormalWorldSpace;

	        }

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

        }
Esempio n. 6
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		public CompoundLeafCallback (CollisionObject compoundObj,CollisionObject otherObj,IDispatcher dispatcher,DispatcherInfo dispatchInfo,ManifoldResult resultOut,IList<CollisionAlgorithm> childCollisionAlgorithms,PersistentManifold sharedManifold)
		{
			m_compoundColObj = compoundObj;
			m_otherObj = otherObj;
			m_dispatcher = dispatcher;
			m_dispatchInfo = dispatchInfo;
			m_resultOut = resultOut;
			m_childCollisionAlgorithms = childCollisionAlgorithms;
			m_sharedManifold = sharedManifold;
		}
	    public override void ProcessCollision (CollisionObject body0,CollisionObject body1,DispatcherInfo dispatchInfo,ManifoldResult resultOut)
        {
	        if (m_manifoldPtr == null)
            {
		        return;
            }

	        resultOut.SetPersistentManifold(m_manifoldPtr);

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

	        Vector3 diff = body0.GetWorldTransform().Translation - body1.GetWorldTransform().Translation;
	        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);

	        Vector3 normalOnSurfaceB = new Vector3(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)
	        Vector3 pos1 = body1.GetWorldTransform().Translation + 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 void SetTimeStepAndCounters(float collisionMarginTriangle, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
		{
			m_dispatchInfoPtr = dispatchInfo;
			m_collisionMarginTriangle = collisionMarginTriangle;
			m_resultOut = resultOut;

			//recalc aabbs
			//Matrix convexInTriangleSpace = MathUtil.bulletMatrixMultiply(Matrix.Invert(m_triBody.getWorldTransform()) , m_convexBody.getWorldTransform());
			Matrix convexInTriangleSpace = MathUtil.InverseTimes(m_triBody.GetWorldTransform(), m_convexBody.GetWorldTransform());
			CollisionShape convexShape = m_convexBody.GetCollisionShape();
			convexShape.GetAabb(ref convexInTriangleSpace,ref m_aabbMin,ref m_aabbMax);
			float extraMargin = collisionMarginTriangle;
			Vector3 extra = new Vector3(extraMargin,extraMargin,extraMargin);

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

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

	        SphereShape sphere0 = (SphereShape)sphereObj.GetCollisionShape();

            //Vector3 normalOnSurfaceB;
            Vector3 pOnBox = Vector3.Zero, pOnSphere = Vector3.Zero;
            Vector3 sphereCenter = sphereObj.GetWorldTransform().Translation;
	        float radius = sphere0.GetRadius();
        	
	        float dist = GetSphereDistance(boxObj,ref pOnBox,ref pOnSphere,ref sphereCenter,radius);
            resultOut = new ManifoldResult();
	        resultOut.SetPersistentManifold(m_manifoldPtr);

	        if (dist < MathUtil.SIMD_EPSILON)
	        {
                Vector3 normalOnSurfaceB = (pOnBox - pOnSphere);
                normalOnSurfaceB.Normalize();

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

		        resultOut.AddContactPoint(ref normalOnSurfaceB,ref pOnBox,dist);
	        }

	        if (m_ownManifold)
	        {
		        if (m_manifoldPtr.GetNumContacts() > 0)
		        {
			        resultOut.RefreshContactPoints();
		        }
	        }
        }
	    public override void ProcessCollision (CollisionObject body0,CollisionObject body1,DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
		        return;
            }

	        CollisionObject	col0 = body0;
	        CollisionObject	col1 = body1;
            resultOut = new ManifoldResult(body0, body1);
	        BoxShape box0 = (BoxShape)col0.GetCollisionShape();
	        BoxShape box1 = (BoxShape)col1.GetCollisionShape();

            //if (((String)col0.getUserPointer()).Contains("Box") &&
            //    ((String)col1.getUserPointer()).Contains("Box") )
            //{
            //    int ibreak = 0;
            //}
	        /// report a contact. internally this will be kept persistent, and contact reduction is done
	        resultOut.SetPersistentManifold(m_manifoldPtr);

            #if !USE_PERSISTENT_CONTACTS	
	            m_manifoldPtr.ClearManifold();
            #endif //USE_PERSISTENT_CONTACTS

	        ClosestPointInput input = new ClosestPointInput();
            input.m_maximumDistanceSquared = float.MaxValue;
	        input.m_transformA = body0.GetWorldTransform();
	        input.m_transformB = body1.GetWorldTransform();

	        BoxBoxDetector detector = new BoxBoxDetector(box0,box1);
	        detector.GetClosestPoints(input,resultOut,dispatchInfo.getDebugDraw(),false);

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

		}
Esempio n. 12
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        // Work in progress to copy redo the box detector to remove un-necessary allocations
#if true

        public virtual void GetClosestPoints(ClosestPointInput input, ManifoldResult output, IDebugDraw debugDraw, bool swapResults)
        {
            Matrix transformA = input.m_transformA;
            Matrix transformB = input.m_transformB;

            if (BulletGlobals.g_streamWriter != null && debugBoxBox)
            {
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "BoxBox:GCP:transformA", transformA);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "BoxBox:GCP:transformB", transformB);
            }



            int skip = 0;
            Object contact = null;
            Matrix rotateA = Matrix.Identity;
            rotateA.Backward = transformA.Backward;
            rotateA.Right = transformA.Right;
            rotateA.Up = transformA.Up;

            Matrix rotateB = Matrix.Identity;
            rotateB.Backward = transformB.Backward;
            rotateB.Right = transformB.Right;
            rotateB.Up = transformB.Up;

            IndexedVector3 normal = new IndexedVector3();
            float depth = 0f;
            int return_code = -1;
            int maxc = 4;

            IndexedVector3 translationA = new IndexedVector3(transformA.Translation);
            IndexedVector3 translationB = new IndexedVector3(transformB.Translation);

            Vector3 debugExtents = new Vector3(2f, 2f, 2f);

            IndexedVector3 box1Margin = new IndexedVector3(2f * m_box1.GetHalfExtentsWithMargin());
            IndexedVector3 box2Margin = new IndexedVector3(2f * m_box2.GetHalfExtentsWithMargin());

            //Vector3 box1Margin = 2f * debugExtents;
            //Vector3 box2Margin = 2f * debugExtents;
            rotateA = Matrix.Transpose(rotateA);
            rotateB = Matrix.Transpose(rotateB);

            float[] temp1 = s_temp1;
            float[] temp2 = s_temp2;

            temp1[0] = rotateA.M11;
            temp1[1] = rotateA.M12;
            temp1[2] = rotateA.M13;

            temp1[4] = rotateA.M21;
            temp1[5] = rotateA.M22;
            temp1[6] = rotateA.M23;

            temp1[8] = rotateA.M31;
            temp1[9] = rotateA.M32;
            temp1[10] = rotateA.M33;


            temp2[0] = rotateB.M11;
            temp2[1] = rotateB.M12;
            temp2[2] = rotateB.M13;

            temp2[4] = rotateB.M21;
            temp2[5] = rotateB.M22;
            temp2[6] = rotateB.M23;

            temp2[8] = rotateB.M31;
            temp2[9] = rotateB.M32;
            temp2[10] = rotateB.M33;

            DBoxBox2(ref translationA,
            temp1,
            ref box1Margin,
            ref translationB,
            temp2,
            ref box2Margin,
            ref normal, ref depth, ref return_code,
            maxc, contact, skip,
            output);

        }
Esempio n. 13
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	    public override void ProcessCollision (CollisionObject body0,CollisionObject body1,DispatcherInfo dispatchInfo,ManifoldResult resultOut)
        {
        }
	    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().Translation - body0.GetWorldTransform().Translation).LengthSquared();
	        float squareMot1 = (body1.GetInterpolationWorldTransform().Translation - body1.GetWorldTransform().Translation).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 = (ConvexShape)(body0.GetCollisionShape());

		        SphereShape	sphere1 = new SphereShape(body1.GetCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation
		        CastResult result = new CastResult();
		        VoronoiSimplexSolver voronoiSimplex = new VoronoiSimplexSolver();
		        //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
		        ///Simplification, one object is simplified as a sphere
		        GjkConvexCast ccd1 = new GjkConvexCast( 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;
                    }

		        }
	        }

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

		        SphereShape	sphere0 = new SphereShape(body0.GetCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation
		        CastResult result = new CastResult();
		        VoronoiSimplexSolver voronoiSimplex = new VoronoiSimplexSolver();
		        //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
		        ///Simplification, one object is simplified as a sphere
		        GjkConvexCast ccd1 = new GjkConvexCast(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;
                    }

		        }
	        }

	        return resultFraction;
        }
		// Find edge normal of max separation on A - return if separating axis is found
		// Find edge normal of max separation on B - return if separation axis is found
		// Choose reference edge as min(minA, minB)
		// Find incident edge
		// Clip

		// The normal points from 1 to 2

		void B2CollidePolygons(ref ManifoldResult manifold,
							  Box2dShape polyA, Matrix xfA,
							  Box2dShape polyB, Matrix xfB)
		{
			B2CollidePolygons(ref manifold, polyA, ref xfA, polyB, ref xfB);
		}
		void B2CollidePolygons(ref ManifoldResult manifold,
							  Box2dShape polyA, ref Matrix xfA,
							  Box2dShape polyB, ref Matrix xfB)
		{

			int edgeA = 0;
			float separationA = FindMaxSeparation(ref edgeA, polyA, ref xfA, polyB, ref xfB);
			if (separationA > 0.0f)
			{
				return;
			}

			int edgeB = 0;
			float separationB = FindMaxSeparation(ref edgeB, polyB, ref xfB, polyA, ref xfA);
			if (separationB > 0.0f)
			{
				return;
			}

			Box2dShape poly1;	// reference poly
			Box2dShape poly2;	// incident poly
			Matrix xf1, xf2;
			int edge1;		// reference edge
			bool flip;
			const float k_relativeTol = 0.98f;
			const float k_absoluteTol = 0.001f;

			// TODO_ERIN use "radius" of poly for absolute tolerance.
			if (separationB > k_relativeTol * separationA + k_absoluteTol)
			{
				poly1 = polyB;
				poly2 = polyA;
				xf1 = xfB;
				xf2 = xfA;
				edge1 = edgeB;
				flip = true;
			}
			else
			{
				poly1 = polyA;
				poly2 = polyB;
				xf1 = xfA;
				xf2 = xfB;
				edge1 = edgeA;
				flip = false;
			}

			ClipVertex[] incidentEdge = new ClipVertex[2];
			FindIncidentEdge(incidentEdge, poly1, ref xf1, edge1, poly2, ref xf2);

			int count1 = poly1.GetVertexCount();
			Vector3[] vertices1 = poly1.GetVertices();

			Vector3 v11 = vertices1[edge1];
			Vector3 v12 = edge1 + 1 < count1 ? vertices1[edge1+1] : vertices1[0];

			Vector3 dv = v12 - v11;
			Vector3 sideNormal = Vector3.TransformNormal( v12 - v11,xf1);
			sideNormal.Normalize();
			Vector3 frontNormal = CrossS(ref sideNormal, 1.0f);
			
			v11 = Vector3.Transform(v11,xf1);
			v12 = Vector3.Transform(v12,xf1);

			float frontOffset = Vector3.Dot(frontNormal, v11);
			float sideOffset1 = -Vector3.Dot(sideNormal, v11);
			float sideOffset2 = Vector3.Dot(sideNormal, v12);

			// Clip incident edge against extruded edge1 side edges.
			ClipVertex[] clipPoints1 = new ClipVertex[2];
			clipPoints1[0].v = Vector3.Zero;
			clipPoints1[1].v = Vector3.Zero;

			ClipVertex[] clipPoints2 = new ClipVertex[2];
			clipPoints2[0].v = Vector3.Zero;
			clipPoints2[1].v = Vector3.Zero;


			int np;

			// Clip to box side 1
			np = ClipSegmentToLine(clipPoints1, incidentEdge, -sideNormal, sideOffset1);

			if (np < 2)
			{
				return;
			}

			// Clip to negative box side 1
			np = ClipSegmentToLine(clipPoints2, clipPoints1,  sideNormal, sideOffset2);

			if (np < 2)
			{
				return;
			}

			// Now clipPoints2 contains the clipped points.
			Vector3 manifoldNormal = flip ? -frontNormal : frontNormal;

			int pointCount = 0;
			for (int i = 0; i < b2_maxManifoldPoints; ++i)
			{
				float separation = Vector3.Dot(frontNormal, clipPoints2[i].v) - frontOffset;

				if (separation <= 0.0f)
				{
					
					//b2ManifoldPoint* cp = manifold.points + pointCount;
					//float separation = separation;
					//cp.localPoint1 = b2MulT(xfA, clipPoints2[i].v);
					//cp.localPoint2 = b2MulT(xfB, clipPoints2[i].v);

					manifold.AddContactPoint(-manifoldNormal,clipPoints2[i].v,separation);

		//			cp.id = clipPoints2[i].id;
		//			cp.id.features.flip = flip;
					++pointCount;
				}
			}

		//	manifold.pointCount = pointCount;}
		}
	    public virtual void CollideSingleContact(ref Quaternion perturbeRot, CollisionObject body0,CollisionObject body1,DispatcherInfo dispatchInfo,ManifoldResult resultOut)
        {
            CollisionObject convexObj = m_isSwapped? body1 : body0;
	        CollisionObject planeObj = m_isSwapped? body0: body1;

	        ConvexShape convexShape = (ConvexShape) convexObj.GetCollisionShape();
	        StaticPlaneShape planeShape = (StaticPlaneShape) planeObj.GetCollisionShape();

            bool hasCollision = false;
	        Vector3 planeNormal = planeShape.GetPlaneNormal();
	        float planeConstant = planeShape.GetPlaneConstant();
        	
	        Matrix convexWorldTransform = convexObj.GetWorldTransform();
	        Matrix convexInPlaneTrans = Matrix.Identity;

			convexInPlaneTrans = MathUtil.BulletMatrixMultiply(Matrix.Invert(planeObj.GetWorldTransform()), convexWorldTransform);

	        //now perturbe the convex-world transform
            
            // MAN - CHECKTHIS
            Matrix rotMatrix = Matrix.CreateFromQuaternion(perturbeRot);
	        convexWorldTransform = MathUtil.BulletMatrixMultiplyBasis(convexWorldTransform,rotMatrix);

            Matrix planeInConvex = Matrix.Identity;
	        planeInConvex= MathUtil.BulletMatrixMultiply(Matrix.Invert(convexWorldTransform),planeObj.GetWorldTransform());
        	
	        Vector3 tmp = Vector3.TransformNormal(-planeNormal,planeInConvex);
            Vector3 vtx = convexShape.LocalGetSupportingVertex(ref tmp);

	        Vector3 vtxInPlane = Vector3.Transform(vtx,convexInPlaneTrans);
	        float distance = (Vector3.Dot(planeNormal,vtxInPlane) - planeConstant);

	        Vector3 vtxInPlaneProjected = vtxInPlane - (distance*planeNormal);
	        Vector3 vtxInPlaneWorld = Vector3.Transform(vtxInPlaneProjected,planeObj.GetWorldTransform());

	        hasCollision = distance < m_manifoldPtr.GetContactBreakingThreshold();

	        resultOut.SetPersistentManifold(m_manifoldPtr);
	        if (hasCollision)
	        {
		        /// report a contact. internally this will be kept persistent, and contact reduction is done
		        Vector3 normalOnSurfaceB = Vector3.TransformNormal(planeNormal,planeObj.GetWorldTransform());
		        Vector3 pOnB = vtxInPlaneWorld;
		        resultOut.AddContactPoint(ref normalOnSurfaceB,ref pOnB,distance);
	        }
        }
        public override float CalculateTimeOfImpact(CollisionObject body0,CollisionObject body1,DispatcherInfo dispatchInfo,ManifoldResult resultOut)
        {
            resultOut = null;
	        CollisionObject colObj = m_isSwapped? body1 : body0;
	        CollisionObject otherObj = m_isSwapped? body0 : body1;

	        Debug.Assert(colObj.GetCollisionShape().IsCompound());
        	
	        CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape());

	        //We will use the OptimizedBVH, AABB tree to cull potential child-overlaps
	        //If both proxies are Compound, we will deal with that directly, by performing sequential/parallel tree traversals
	        //given Proxy0 and Proxy1, if both have a tree, Tree0 and Tree1, this means:
	        //determine overlapping nodes of Proxy1 using Proxy0 AABB against Tree1
	        //then use each overlapping node AABB against Tree0
	        //and vise versa.

	        float hitFraction = 1f;

	        int numChildren = m_childCollisionAlgorithms.Count;
	        for (int i=0;i<numChildren;i++)
	        {
		        //temporarily exchange parent btCollisionShape with childShape, and recurse
		        CollisionShape childShape = compoundShape.GetChildShape(i);

		        //backup
		        Matrix orgTrans = colObj.GetWorldTransform();
        	
		        Matrix childTrans = compoundShape.GetChildTransform(i);
				Matrix newChildWorldTrans = MathUtil.BulletMatrixMultiply(ref orgTrans,ref childTrans);
					
                colObj.SetWorldTransform(ref newChildWorldTrans);

		        CollisionShape tmpShape = colObj.GetCollisionShape();
		        colObj.InternalSetTemporaryCollisionShape( childShape );
                
                float frac = m_childCollisionAlgorithms[i].CalculateTimeOfImpact(colObj,otherObj,dispatchInfo, resultOut);
		        if (frac<hitFraction)
		        {
			        hitFraction = frac;
		        }
		        //revert back
		        colObj.InternalSetTemporaryCollisionShape( tmpShape);
		        colObj.SetWorldTransform(ref orgTrans);
	        }
	        return hitFraction;

        }
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //resultOut = null;
	        CollisionObject colObj = m_isSwapped? body1 : body0;
	        CollisionObject otherObj = m_isSwapped? body0 : body1;

			System.Diagnostics.Debug.Assert(colObj.GetCollisionShape().IsCompound());
	        CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape());

	        ///btCompoundShape might have changed:
	        ////make sure the internal child collision algorithm caches are still valid
	        if (compoundShape.GetUpdateRevision() != m_compoundShapeRevision)
	        {
		        ///clear and update all
		        RemoveChildAlgorithms();
		        PreallocateChildAlgorithms(body0,body1);
	        }


	        Dbvt tree = compoundShape.GetDynamicAabbTree();
	        //use a dynamic aabb tree to cull potential child-overlaps
	        CompoundLeafCallback  callback = new CompoundLeafCallback(colObj,otherObj,m_dispatcher,dispatchInfo,resultOut,m_childCollisionAlgorithms,m_sharedManifold);

	        ///we need to refresh all contact manifolds
	        ///note that we should actually recursively traverse all children, btCompoundShape can nested more then 1 level deep
	        ///so we should add a 'refreshManifolds' in the btCollisionAlgorithm
	        {
                IList<PersistentManifold> manifoldArray = new List<PersistentManifold>();
		        for (int i=0;i<m_childCollisionAlgorithms.Count;i++)
		        {
			        if (m_childCollisionAlgorithms[i] != null)
			        {
				        m_childCollisionAlgorithms[i].GetAllContactManifolds(manifoldArray);
				        for (int m=0;m<manifoldArray.Count;m++)
				        {
					        if (manifoldArray[m].GetNumContacts() > 0)
					        {
						        resultOut.SetPersistentManifold(manifoldArray[m]);
						        resultOut.RefreshContactPoints();
						        resultOut.SetPersistentManifold(null);//??necessary?
					        }
				        }
				        manifoldArray.Clear();
			        }
		        }
	        }

	        if (tree != null)
	        {

		        Vector3 localAabbMin = new Vector3();
                Vector3 localAabbMax = new Vector3();
		        Matrix otherInCompoundSpace = Matrix.Identity;
				//otherInCompoundSpace = MathUtil.BulletMatrixMultiply(colObj.GetWorldTransform(),otherObj.GetWorldTransform());
				otherInCompoundSpace = MathUtil.InverseTimes(colObj.GetWorldTransform(), otherObj.GetWorldTransform());

		        otherObj.GetCollisionShape().GetAabb(ref otherInCompoundSpace,ref localAabbMin,ref localAabbMax);

                DbvtAabbMm bounds = DbvtAabbMm.FromMM(ref localAabbMin, ref localAabbMax);
		        //process all children, that overlap with  the given AABB bounds
		        Dbvt.CollideTV(tree.m_root,ref bounds,callback);

	        } 
            else
	        {
		        //iterate over all children, perform an AABB check inside ProcessChildShape
		        int numChildren = m_childCollisionAlgorithms.Count;
		        for (int i=0;i<numChildren;i++)
		        {
			        callback.ProcessChildShape(compoundShape.GetChildShape(i),i);
		        }
	        }

	        {
		        //iterate over all children, perform an AABB check inside ProcessChildShape
		        int numChildren = m_childCollisionAlgorithms.Count;

		        IList<PersistentManifold> manifoldArray = new List<PersistentManifold>();

		        for (int i=0;i<numChildren;i++)
		        {
			        if (m_childCollisionAlgorithms[i] != null)
			        {
				        CollisionShape childShape = compoundShape.GetChildShape(i);
			            //if not longer overlapping, remove the algorithm
				        Matrix orgTrans = colObj.GetWorldTransform();
				        Matrix orgInterpolationTrans = colObj.GetInterpolationWorldTransform();
				        Matrix childTrans = compoundShape.GetChildTransform(i);

						Matrix newChildWorldTrans = MathUtil.BulletMatrixMultiply(ref orgTrans, ref childTrans);

				        //perform an AABB check first
				        Vector3 aabbMin0 = new Vector3();
                        Vector3 aabbMax0 = new Vector3();
                        Vector3 aabbMin1 = new Vector3();
                        Vector3 aabbMax1 = new Vector3();
                            
				        childShape.GetAabb(ref newChildWorldTrans,ref aabbMin0,ref aabbMax0);
				        otherObj.GetCollisionShape().GetAabb(otherObj.GetWorldTransform(),ref aabbMin1,ref aabbMax1);

				        if (!AabbUtil2.TestAabbAgainstAabb2(ref aabbMin0,ref aabbMax0,ref aabbMin1,ref aabbMax1))
				        {
			                m_dispatcher.FreeCollisionAlgorithm(m_childCollisionAlgorithms[i]);
					        m_childCollisionAlgorithms[i] = null;
				        }
			        }
		        }
	        }
        }
        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().Translation - convexbody.GetWorldTransform().Translation).LengthSquared();
            if (squareMot0 < convexbody.GetCcdSquareMotionThreshold())
            {
                return 1;
            }

            //Matrix triInv = MathHelper.InvertMatrix(triBody.getWorldTransform());
            Matrix triInv = Matrix.Invert(triBody.GetWorldTransform());

            Matrix convexFromLocal = triInv * convexbody.GetWorldTransform();
            Matrix convexToLocal = triInv * convexbody.GetInterpolationWorldTransform();

            if (triBody.GetCollisionShape().IsConcave())
            {
                Vector3 rayAabbMin = convexFromLocal.Translation;
                MathUtil.VectorMin(convexToLocal.Translation ,ref rayAabbMin);
                Vector3 rayAabbMax = convexFromLocal.Translation;
                MathUtil.VectorMax(convexToLocal.Translation,ref rayAabbMax);
                float ccdRadius0 = convexbody.GetCcdSweptSphereRadius();
                rayAabbMin -= new Vector3(ccdRadius0, ccdRadius0, ccdRadius0);
                rayAabbMax += new Vector3(ccdRadius0, ccdRadius0, ccdRadius0);

                float curHitFraction = 1f; //is this available?
                LocalTriangleSphereCastCallback raycastCallback = new LocalTriangleSphereCastCallback(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;
        }
Esempio n. 21
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        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 = (ConvexShape)(body0.GetCollisionShape());
	        ConvexShape min1 = (ConvexShape)(body1.GetCollisionShape());
        	Vector3  normalOnB = Vector3.Up;
            Vector3  pointOnBWorld = Vector3.Zero;
#if !BT_DISABLE_CAPSULE_CAPSULE_COLLIDER
            if ((min0.ShapeType == BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE) && (min1.ShapeType == BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE))
	        {
		        CapsuleShape capsuleA = (CapsuleShape) min0;
		        CapsuleShape capsuleB = (CapsuleShape) min1;
		        Vector3 localScalingA = capsuleA.GetLocalScaling();
		        Vector3 localScalingB = capsuleB.GetLocalScaling();
        		
		        float threshold = m_manifoldPtr.GetContactBreakingThreshold();

		        float dist = CapsuleCapsuleDistance(ref normalOnB,ref 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 = new ClosestPointInput();

	        GjkPairDetector	gjkPairDetector = new GjkPairDetector(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.Margin + min1.Margin + 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();

	        gjkPairDetector.GetClosestPoints(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)
	        {
                Vector3 v0 = Vector3.Zero, v1 = Vector3.Zero;

                Vector3 sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis();
                sepNormalWorldSpace.Normalize();
                TransformUtil.PlaneSpace1(ref sepNormalWorldSpace, ref v0, ref 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;
                }

		        Matrix unPerturbedTransform = Matrix.Identity;
		        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)
                    {

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

                        if (perturbeA)
                        {
                            //input.m_transformA.setBasis(  btMatrix3x3(rotq.inverse()*perturbeRot*rotq)*body0.getWorldTransform().getBasis());
                            Quaternion temp = MathUtil.QuaternionMultiply(MathUtil.QuaternionInverse(ref rotq),MathUtil.QuaternionMultiply(perturbeRot,rotq));
                            input.m_transformA = MathUtil.BulletMatrixMultiplyBasis(Matrix.CreateFromQuaternion(temp),body0.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.setBasis( btMatrix3x3(rotq.inverse()*perturbeRot*rotq)*body1.getWorldTransform().getBasis());
                            Quaternion temp = MathUtil.QuaternionMultiply(MathUtil.QuaternionInverse(ref rotq),MathUtil.QuaternionMultiply(perturbeRot,rotq));
                            input.m_transformB = MathUtil.BulletMatrixMultiplyBasis(Matrix.CreateFromQuaternion(temp),body1.GetWorldTransform());
#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(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 override float CalculateTimeOfImpact(CollisionObject body0,CollisionObject body1,DispatcherInfo dispatchInfo,ManifoldResult resultOut)
 {
     resultOut = new ManifoldResult();
     //not yet
     return 1f;
 }
        //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);

        //            Vector3 min = m_convexTriangleCallback.getAabbMin();
        //            Vector3 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().Translation - convexbody.getWorldTransform().Translation).LengthSquared();
        //    if (squareMot0 < convexbody.getCcdSquareMotionThreshold())
        //    {
        //        return 1f;
        //    }

        //    //const Vector3& from = convexbody.m_worldTransform.Translation;
        //    //Vector3 to = convexbody.m_interpolationWorldTransform.Translation;
        //    //todo: only do if the motion exceeds the 'radius'

        //    //Matrix triInv = Matrix.Invert(triBody.getWorldTransform());
        //    //Matrix convexFromLocal = MathUtil.bulletMatrixMultiply(triInv , convexbody.getWorldTransform());
        //    //Matrix convexToLocal = MathUtil.bulletMatrixMultiply(triInv , convexbody.getInterpolationWorldTransform());

        //    Matrix triInv = Matrix.Invert(triBody.getWorldTransform());
        //    Matrix convexFromLocal = MathUtil.inverseTimes(triBody.getWorldTransform(), convexbody.getWorldTransform());
        //    Matrix convexToLocal = MathUtil.inverseTimes(triBody.getWorldTransform(), convexbody.getInterpolationWorldTransform());

        //    if (triBody.getCollisionShape().isConcave())
        //    {
        //        Vector3 rayAabbMin = convexFromLocal.Translation;
        //        MathUtil.vectorMin(convexToLocal.Translation, ref rayAabbMin);
        //        Vector3 rayAabbMax = convexFromLocal.Translation;
        //        MathUtil.vectorMax(convexToLocal.Translation,ref rayAabbMax);
        //        float ccdRadius0 = convexbody.getCcdSweptSphereRadius();
        //        rayAabbMin -= new Vector3(ccdRadius0,ccdRadius0,ccdRadius0);
        //        rayAabbMax += new Vector3(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.Margin;

                    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);
                    Vector3 min = m_convexTriangleCallback.GetAabbMin();
                    Vector3 max = m_convexTriangleCallback.GetAabbMax();

                    concaveShape.ProcessAllTriangles(m_convexTriangleCallback, ref min,ref max);
                    resultOut.RefreshContactPoints();
                }
            }
        }